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
Start each session with PB. Spend 1 to add 1d6 to any roll, or use for class abilities. Gain 1 on a natural 1. No maximum.
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.
Charge
Mount moves at least 15 ft in a straight line toward a target and rider makes a melee attack. Enhanced by feats like Cavalry Charge.
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
Blinded
Can’t see. Auto-fail sight-based checks. Your attacks have Setback; attacks against you have Edge.
Charmed
Beguiled. Regard the charmer as a trusted ally. Can’t attack them. Hostile acts break the effect.
Deafened
Can’t hear. Auto-fail hearing-based checks.
Frightened
Terrified. Can’t willingly move closer to the source. Attacks and checks have Setback while you can see it.
Grappled
Held. Speed drops to 0. Break free with STR or DEX vs grappler’s STR.
Incapacitated
Unable to act. Can’t take actions or reactions.
Paralyzed
Frozen. Can’t move, speak, or act. Attacks against you have Edge and auto-crit from Close range.
Poisoned
Toxic. Setback on attacks and checks.
Prone
Lying down. Stand up costs half your movement. Melee attacks against you have Edge; ranged attacks have Setback.
Restrained
Bound or entangled. Speed 0, your attacks have Setback, attacks against you have Edge.
Shaken
Rattled but functioning. Setback on attacks and checks. Ends after a Breather or when the source is defeated.
Stunned
Shocked. Can’t act or move. Auto-fail STR and DEX saves. Attacks against you have Edge.
Unconscious
Out cold. Incapacitated, can’t move or speak, unaware. Drop what you’re holding, fall Prone.
Time
Term
Duration
Use
Round
6 seconds
Combat actions
Turn
10 minutes
Dungeon exploration
Watch
4 hours
Wilderness travel or extended rest (6 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
Heavily encumbered, some creatures
Normal
30 ft
Most characters and creatures
Fast
45 ft
Some feats, fast creatures
Dash — Action to move again at full Speed.
Disengage — Action to move without provoking opportunity attacks.
Size
Size
Examples
Small
Halflings, goblins, kobolds, sprites, dogs
Medium
Humans, elves, dwarves, orcs
Large
Horses, ogres, centaurs, griffons, worgs
Huge
Giants, dragons, rocs, mastodons
Size determines two things: you can’t grapple a creature larger than you, and the Mounted Combatant feat grants Edge against creatures smaller than your mount.
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 per Breather, 1 per day for food.
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. Heal 1d4+CON HP or CON save (DC 12) to clear 1 Fatigue. Choose one.
Night’s Rest
8 hours
Spend Hit Dice to heal (roll + CON each), regain spell slots, clear 2 Fatigue (shelter) or 1 (roughing it).
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.