Volume One

Glossary

A searchable reference for common D&D and tabletop terms.

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Ability Check

A d20 roll used when a character tries something uncertain, such as climbing, persuading, searching, or recalling information.

Adventure

A contained story or mission. It may last one session or several sessions.

Armor Class / AC

A number that shows how hard a character or creature is to hit.

Attack Roll

A roll to see whether an attack hits a target.

Battle Map

A top-down map used when position, distance, movement, or cover matters.

Campaign

A longer series of connected adventures with recurring characters, places, enemies, and consequences.

Character Class

A character's main adventuring role, such as fighter, rogue, cleric, wizard, ranger, bard, paladin, or barbarian.

Character Sheet

The record of a character's abilities, hit points, armor class, attacks, spells, equipment, and features.

d20

A twenty-sided die used for many major checks, attacks, and saving throws.

Damage

A number that reduces hit points when an attack, spell, trap, or hazard hurts a creature.

Difficulty Class / DC

The target number a roll must meet or beat to succeed at a task.

Disadvantage

Roll two d20s and use the lower result.

Dungeon Master / DM

The person who describes the world, plays non-player characters, presents challenges, and applies rules.

Encounter

A focused situation such as a fight, negotiation, trap, mystery, or obstacle.

Hit Points / HP

A measure of how much harm a character or creature can take before going down.

House Rule

A table-specific rule that changes, clarifies, or adds to the official rules.

Initiative

The order in which characters and enemies take turns during combat.

Module

A prewritten adventure with story material, locations, monsters, maps, and DM guidance.

NPC

A non-player character controlled by the DM.

Party

The group of player characters adventuring together.

Premade Character

A character already created for a player to use.

Roleplaying

Making choices and speaking from the perspective of a character.

Saving Throw

A defensive roll used to resist danger.

Session -1

A practical setup meeting for accounts, voice chat, devices, and basic tools.

Session 0

A planning session for tone, boundaries, characters, rules, and expectations.

Spell Slot

A limited resource many spellcasters spend to cast spells.

Theater of the Mind

Playing from description and imagination instead of a detailed map.

Token

A marker representing a character or creature on a map.

Virtual Tabletop / VTT

An online tool for maps, tokens, dice, sheets, or shared tabletop scenes.

World Map

A broad map showing regions, travel routes, and locations rather than exact combat positions.