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. |
| 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. |
| 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. |