Here are some common definitions you’ll find on our site:
Ability checks: When a DM asks you to roll one of these to succeed on an action.
Ability Scores: These are the base stats that make up your character, which then determine whether you can overcome challenges. You add your ability modifier to appropriate rolls when asked to.
Armor Class: This is what opponents will need to beat in order to hit you.
Attack Roll: This is a roll that determines whether you successfully hit an opponent with your attack.
Charisma: Using smiles and words.
Constitution: Using health.
D20: A twenty-sided die.
Damage roll: This is what dice you roll if you successfully hit an opponent,.
Dexterity: Using grace.
DM (Dungeon Master): This is the person who’ll be describing each scene, playing the NPCs you’ll encounter and asking you to roll.
Initiative: Determines turn order in combat, usually involves rolling a d20 and adding your dexterity modifier.
Intelligence: Using book smarts.
Modifier(s): A number that you add to your rolls, whether that be: ability checks, attack rolls, damage rolls, etc…
Proficiencies: The skills your character is good at, these will be added as a bonus to your ability checks (e.g. animal handling, history, arcana, etc…).
Range: How far your attack or spell can travel (e.g. 60 ft).
Saving Throws: A DM will ask you to roll these to react to something happening to you, these are usually to prevent a bad thing – such as needing to resist a charm spell or dodge a falling rock. You’ll add specific saving throw modifiers to these.
Speed: How far your character can move each round. Five foot equals a single square on any map.
Strength: Using muscles.
Wisdom: Using common sense.