Terminology

All the key terms in one place.


Core Mechanics

Term Definition
Ability Your STR, DEX, CON, INT, WIS, or CHA value (−4 to +4). Added to relevant rolls.
DC (Difficulty Class) Target number to meet or beat. Easy (8), Normal (12), Hard (16), Extreme (20).
PB (Proficiency Bonus) Training bonus. +2 at levels 1–4, +3 at levels 5–8, +4 at levels 9–12. Add to attacks, saves, and checks you’re proficient in.
Edge Favorable circumstances. Add 1d6 to your roll. Multiple sources stack.
Setback Unfavorable circumstances. Subtract 1d6 from your roll. Cancels Edge.
Boost Die Spendable resource (half PB per session, minimum 1). Spend 1 to add 1d6 to any roll, or use for class abilities.

Character

Term Definition
Ancestry Dwarf, Elf, Halfling, Human—your people and their traits.
Class Fighter, Expert, Cleric, or Magic-User—your role and abilities.
Background Your history before adventuring. Grants proficiencies and starting gear.
Feat Special ability that customizes your character beyond class and background.
HD (Hit Dice) Dice spent to heal during rests. One per level, sized by class (d4–d8).
HP (Hit Points) How much damage you can take before going down. At 0 HP, you’re dying.

Combat

Term Definition
AC (Armor Class) Target number to hit you. Base 10 + DEX, modified by armor.
Attack Roll d20 + ability + PB (if proficient). Meet or beat AC to hit.
Critical Hit Natural 20. Double your damage dice (not ability bonus).
Fumble Natural 1. Referee may add a complication—dropped weapon, slipped footing.
Opportunity Attack Free attack when a foe leaves your reach (unless they Disengage). One per round.
Cover Partial (Setback to attacker) or Full (can’t be targeted).

Conditions

Condition Effect
Prone Lying down. Stand up costs half your movement. Melee attacks against you have Edge; ranged attacks have Setback.
Grappled Held. Speed drops to 0. Break free with STR or DEX vs grappler’s STR.
Restrained Bound or entangled. Speed 0, your attacks have Setback, attacks against you have Edge.
Frightened Terrified. Can’t willingly move closer to the source. Attacks have Setback while you can see it.
Charmed Beguiled. Regard the charmer as a trusted ally. Can’t attack them. Hostile acts break the effect.
Paralyzed Frozen. Can’t move, speak, or act. Attacks against you have Edge and auto-crit from Close range.
Incapacitated Unable to act. Can’t take actions or reactions.

Time

Term Duration Use
Round 6 seconds Combat actions
Turn 10 minutes Dungeon exploration
Watch 6 hours Wilderness travel or extended rest (4 Watches = 1 day)

Distance

Range Distance Use
Close Within 5 ft Melee range, whisper
Near Within 30 ft Most ranged weapons, normal voice
Far 30–120 ft Powerful ranged weapons, shouting
Very Far Beyond 120 ft Out of weapon range, often out of sight

Movement

Speed Per Round Description
Slow 15 ft Cautious, sneaking, or encumbered
Normal 30 ft Standard pace
Fast 45 ft Urgent or reckless

Dash — Action to move again at full Speed.

Disengage — Action to move without provoking opportunity attacks.


Resources

Term Definition
Fatigue Exhaustion level (0–5). Each level is −1 to all checks and saves. At 5, incapacitated.
Supply Abstract consumables (food, water, bandages). Spend 1 for a Breather or Night’s Rest.
Slots Inventory capacity. Most items = 1 slot, Bulky = 2. You have 10 + STR (backpack adds 10).

Rests

Rest Duration Effect
Breather 10 minutes Spend 1 Supply to heal 1d4+CON or roll to remove 1 Fatigue.
Night’s Rest 8 hours Spend Hit Dice to heal, regain spell slots, remove 1–2 Fatigue.
Safe Haven 1d4+1 days Full reset: HP, Hit Dice, spell slots, Fatigue.

Magic

Term Definition
Spell Slot Resource expended to cast a spell. Regained after Night’s Rest.
Spell Tier Power level of a spell (1–6). Higher tiers unlock as you level.
Prepared Spell Spell ready to cast. Prepare (level + casting ability) spells after rest.
Concentration Maintaining a spell. Damage forces CON save (DC 12) or spell ends.
Ritual Cast without preparing, but add 10 minutes. Still costs a slot.
Scroll Single-use item containing one spell. Consumed on use.
Spellbook Magic-User’s record of known spells. Required to prepare arcane magic.
Spell Save DC 8 + PB + casting ability (INT or WIS). Target must meet or beat to resist.

Weapon Tags

Tag Effect
Light Small weapons. All classes proficient.
Medium Standard weapons. Fighters and Experts proficient.
Heavy Large weapons. Fighters only.
Finesse Use DEX instead of STR for attack and damage.
Versatile One or two hands; two-handed uses the higher damage die.
Two-Handed Requires both hands.
Thrown (Near) Can be thrown to Near range.
Ranged (Near/Far) Fires projectiles to Near or Far range.
Reach Melee attacks reach 10 ft.
Loading Takes 1 action to reload after firing.
Bulky Counts as 2 slots for encumbrance.
Cleave When you drop a foe to 0 HP, deal d4 damage to another foe within Close range (once per turn).
Crush On a hit, knock the target prone instead of adding STR to damage.
Hook On a hit, push or pull the target 5 ft instead of adding STR to damage.

Armor Tags

Tag Effect
Light Full DEX bonus to AC.
Medium DEX bonus to AC capped at +2.
Heavy No DEX bonus to AC. Stealth checks have Setback.
Bulky Counts as 2 slots for encumbrance.
Min STR If you don’t meet the requirement, Speed drops one step.
Sunder When you take damage, destroy your shield to reduce that damage to 0.