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d20 Dice
The 20-sided die — the heart of DnD. Used for attacks, skill checks, and saving throws.
d4 Dice
The 4-sided die. Used for small damage rolls. Also the most painful thing to step on.
d6 Dice
The standard 6-sided die. Used for shortswords, short rests, and rolling ability scores.
d8 Dice
The 8-sided die. Used for longswords, Cleric hit dice, and medium-weight damage rolls.
d10 Dice
The 10-sided die. Used for heavy crossbows and percentile rolls (two d10s = d100).
d12 Dice
The 12-sided die. Used for Barbarian hit dice and greataxe damage. Rarely seen outside of that.
DC Rule
Difficulty Class — the number the DM sets that you need to meet or beat. Easy tasks are DC 10, near-impossible are DC 30.
AC Rule
Armor Class — the minimum roll needed to hit a target. Comes from armor worn and Dexterity modifier.
HP Rule
Hit Points — when they hit zero, your character falls unconscious and starts death saving throws.
DM / GM Role
Dungeon Master / Game Master — the narrator and referee who runs the game.
PC Role
Player Character — the characters controlled by the players.
NPC Role
Non-Player Character — villagers, enemies, and allies voiced by the DM. A well-written NPC can make a campaign.
Initiative Combat
The d20 roll at combat start that determines turn order. Highest goes first.
Saving Throw Rule
A roll to resist or avoid a harmful effect — like a dragon's breath or a mind-control spell.
Advantage Mechanic
Roll two d20s, take the higher result. Gained from favorable conditions, surprise attacks, or spells.
Disadvantage Mechanic
Roll two d20s, take the lower result. Applies when blinded, poisoned, or in other unfavorable conditions.
Action Combat
Your main activity on your turn — Attack, Cast a Spell, Dash, Help, etc. You get one per turn.
Bonus Action Combat
An extra action some class features or spells grant. Not every character can use one every turn.
Reaction Combat
A special action triggered on someone else's turn. Opportunity Attack or Shield spell are common uses. Once per round.
Opportunity Attack Combat
A reactive melee attack made when an enemy moves out of your reach.
Concentration Magic
Some spells require sustained focus to stay active. Taking damage can break concentration (Constitution saving throw).
Spell Slot Magic
The resource spent to cast a spell. Recovered on a long rest. Limited — use them wisely.
Cantrip Magic
A zero-level spell cast without using a spell slot. Fire Bolt, Prestidigitation. Usable unlimited times.
Proficiency Bonus Character
A fixed bonus that scales with level (+2 at level 1, up to +6). Added to rolls you're proficient in.
Ability Score Character
STR, DEX, CON, INT, WIS, CHA — the six core stats. Usually 8–20. Higher score = higher modifier.
Modifier Character
Derived from an ability score: (score − 10) ÷ 2, rounded down. A score of 16 gives a +3 modifier.
Long Rest Rule
At least 8 hours of sleep. Fully restores HP and Spell Slots.
Short Rest Rule
A 1-hour break. You can spend Hit Dice to recover HP. Some class features also recharge.
Hit Dice Rule
Each class has its own die (Fighter d10, Wizard d6). Spent during short rests to recover HP.
Death Save Rule
When HP hits zero, roll d20 each turn. Three successes = stabilize. Three failures = character dies.
Passive Perception Skill
10 + Perception modifier. Determines what you notice without actively searching.
Skill Check Skill
d20 + ability modifier + proficiency (if applicable). Used for climbing, hiding, persuading, etc.
Homebrew Content
Custom content created by the DM or players, independent of official rules. Anything goes.
Session Zero Game
A pre-campaign setup session to align on expectations, limits, and characters. Don't skip it.
One-Shot Game
A standalone single-session adventure. No long-term commitment. Great for new players and DMs.
VTT Tool
Virtual Tabletop — platforms like Roll20 or Foundry for playing DnD online.
Multiclassing Character
Taking levels in more than one class. An advanced mechanic — not recommended for beginners.
Subclass Character
A specialization chosen around level 3. Fighter gets Champion or Battle Master, Wizard gets Evocation or Illusion, etc.
Background Character
Defines your character's history — Soldier, Noble, Outlander, etc. Grants bonus skills and starting equipment.
Alignment Character
A character's moral compass on two axes: Lawful/Chaotic and Good/Evil. A guide, not a rigid constraint.
Darkvision Trait
The ability to see in darkness, common to races like Elves and Dwarves. Limited to a set range.
Inspiration Rule
A reward from the DM for great roleplaying. Grants Advantage on any one d20 roll. Can't be stacked.
Encounter Game
A single scene or confrontation — combat, social negotiation, or exploration challenge.
Dungeon Game
A cave, ruin, or underground structure that serves as an adventure location. The game's literal namesake.
Campaign Game
A long-running series of sessions telling one overarching story. Can last months or years.
TPK Game
Total Party Kill — all player characters die in the same encounter. Rare but legendary. Can reset or end a campaign.
Metagaming Game
Using knowledge your player has but your character shouldn't. Generally considered poor form.
Rule of Cool Rule
The principle that if something is awesome and makes narrative sense, the DM should allow it — even without official rules support.
Natural 20 Dice
Rolling exactly 20 on a d20. Automatic hit in combat and double damage dice (Critical Hit). The table erupts.
Natural 1 Dice
Rolling exactly 1 on a d20. Automatic miss on attacks. Not technically an automatic failure on skill checks, but DMs often add drama.