Words of the game
Glossary
Short answers, straight from the books. Each one links to the chapter that explains it.
- ACArmor Class
-
How hard it is to strike a character or creature. It starts at 10 + Dexterity bonus + shield. Attack rolls must meet or beat it. Armor does not change AC.
Core Guide · The Table: DN, AC & DR - Apex MortalApex of Mortals (Level 10)
-
Level 10 is the highest level attainable. The character undergoes a final transformation, the Power Surge, and gains a capstone ability.
DN Guide · Level 10 - Apex of Mortals - Chance RollChance Roll (Check Roll)
-
Used when a character attempts something risky they could reasonably try. Roll d20 + the relevant ability bonus. Meet or beat the DN's TN to succeed.
Core Guide · Save & Chance Rolls - Con ToughConstitution Tough save
-
A Save Roll to endure harm to the body: fire, cold, acid, poison gas, disease, petrify.
Core Guide · Save & Chance Rolls - CP, SP, GP, PPCopper, Silver, Gold, Platinum Pieces
-
Four-tier currency. 10 CP = 1 SP, 10 SP = 1 GP, 10 GP = 1 PP. Every adventurer begins with 150 gold pieces.
Character Builder · Classes - DestinationDestination Stacking
-
Any single stat or value, such as AC, attack bonus, a specific Save Roll or an ability score. No more than 2 magical effects can apply to the same destination.
DN Guide · Magic and Spells - Dex QuickDexterity Quick save
-
A Save Roll to dodge or evade danger you can physically avoid: bursts, lines, cones, rays, falling rubble, slick floors.
Core Guide · Save & Chance Rolls - DNDungeon Narrator
-
The storyteller and referee of the game. Players describe their actions - the DN narrates the results.
Core Guide · The Table: DN, AC & DR - DRDamage Reduction
-
How much incoming physical damage armor blocks. After a hit and any save, subtract DR from the damage. A natural 20 on an attack ignores DR.
Core Guide · The Table: DN, AC & DR - DR PenDamage Reduction Penetration
-
Some weapons were designed to penetrate armor. DR Pen subtracts from the target's armor DR. A DR pushed under 0 becomes added damage.
Armor & Gear · Weapons - ExhaustionExhaustion (optional)
-
Optional rule. Extreme conditions call for CON Tough saves; each failure adds 1 level of Exhaustion, and each level reduces current HP by 1.
DN Guide · Game Notes - HPHit Points
-
A character's life points. At 0 HP your character is dead.
Core Guide · Abilities & Hit Points - Level-Up BonusLevel-Up Bonus Abilities
-
Abilities chosen at each level. Fighters pick 2 per level, clerics and wizards pick 1, and thieves pick from two tiers.
Character Builder · Fighter - Magical Backlash
-
On a natural 20 save against a spell, the spell can accidentally affect the caster. The DN decides per spell at that moment.
Core Guide · Magic in Combat - Probability Roll
-
For outcomes not tied to skill or reaction, like a vial breaking or a rope snapping. The DN decides the likelihood, e.g. 50% or TN 10, and one roll resolves it.
DN Guide · Game Notes - Round
-
A round is when everyone, including monsters, has taken a turn.
Core Guide · Combat - Save Roll
-
A d20 roll to resist harm: Dex Quick, Con Tough or Wis Mind. Roll the TN (16 - character level) or greater. At level 1 your TN is 15.
Core Guide · Save & Chance Rolls - TNTarget Number
-
The number a d20 roll must meet or beat. The DN sets it for Chance Rolls; Save Rolls start at TN 15 and drop by 1 per level.
Core Guide · Save & Chance Rolls - Turn
-
A character's turn to do something, about 5 seconds of adventure time. On your turn you may move and take one significant action.
Core Guide · Combat - Turn Undead
-
The cleric channels divine power against a pool of undead HP (20 x Cleric Level). Undead are turned for 2d6 rounds or destroyed.
Character Builder · Cleric - Unique AbilityRace Unique Ability
-
Each race offers three. Choose only 1 race Unique Ability during character creation.
Character Builder · Races - WearyWeary Condition
-
When you become Weary through exhaustion, forced marching, magical effects, etc. you suffer -2 to all Save Rolls. A full night's rest of 6 or more hours removes it.
DN Guide · Game Notes - Wis MindWisdom Mind save
-
A Save Roll to resist influence on thoughts or senses: charm, fear, sleep, hold, suggestion, possession, illusions.
Core Guide · Save & Chance Rolls - XPExperience Points
-
Player characters earn 100 XP per hour of gameplay at the table. Level 2 is 2,000 XP, level 3 is 4,000 XP, then +2,000 per level up to level 10.
Core Guide · Leveling & Experience