Dnd Beginners

Dungeons & Dragons Glossary of Terms

A plain-language glossary of Dungeons & Dragons terms for new players, covering acronyms, dice, character terms, combat, exploration, and table slang.

On this page
  1. Quick Reference: Common Acronyms
  2. Roles and People
  3. Dice and Rolling
  4. Character Terms
  5. Combat Terms
  6. Exploration and Story Terms
  7. Table and Community Slang
  8. Where to Go Next

Dungeons & Dragons has a lot of jargon. This glossary explains common terms in plain language for new players. It is not a full rules reference, and wording and details can differ between editions, so check your group’s rulebook for exact definitions. If you are brand new, start with the D&D beginners guide.

Quick Reference: Common Acronyms

Term Meaning
D&D / DnD Dungeons & Dragons
TTRPG Tabletop role-playing game
DM Dungeon Master
GM Game Master (a general term used in other games)
PC Player character
NPC Non-player character
AC Armor Class
HP Hit points
DC Difficulty Class
XP Experience points
d20 A twenty-sided die

Roles and People

Dungeon Master (DM): The player who narrates the world, plays the monsters and non-player characters, and acts as the referee.

Player character (PC): A character controlled by one of the players.

Non-player character (NPC): A character in the world controlled by the DM, such as a shopkeeper or villain.

Party: The group of player characters who adventure together.

Table: The group you play with, whether in person or online.

Dice and Rolling

d4, d6, d8, d10, d12, d20: Dice with that many sides. “d” stands for die, so 2d6 means roll two six-sided dice and add them.

d100 (percentile dice): Rolling two ten-sided dice to generate a number from 1 to 100.

Modifier: A number you add to or subtract from a roll, usually based on a character’s abilities.

Natural 20 / natural 1: The number actually shown on the d20, before adding modifiers. A natural 20 is often a great result and a natural 1 a poor one.

Advantage / disadvantage: Rolling two d20 and taking the higher (advantage) or lower (disadvantage) result.

Ability check: A roll to see whether a character succeeds at something uncertain.

Saving throw (save): A roll to resist or avoid a harmful effect, such as a trap or spell.

Difficulty Class (DC): The target number a roll must meet or beat to succeed.

Proficiency bonus: A bonus added to rolls for things your character is trained at. It grows as the character levels up.

Character Terms

Character sheet: The page that records everything about your character.

Class: Your character’s role and set of abilities, such as fighter, wizard, rogue, or cleric.

Species / race: The kind of being your character is, such as human, elf, or dwarf. Newer rules use “species” in many places.

Background: Your character’s history before adventuring.

Ability scores: Six numbers that describe your character: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

Level: A measure of a character’s power. Characters level up as they gain experience.

Experience points (XP): Points earned from overcoming challenges, which lead to new levels in many versions of the game. Some groups skip XP and level up at story milestones instead.

Skill: A specific area of training, such as Stealth or Persuasion.

Alignment: A shorthand for a character’s moral outlook, such as lawful good or chaotic neutral. Some newer rule sets give it less emphasis.

Spell slot: A resource spellcasters spend to cast spells of certain levels.

Cantrip: A simple spell that can be cast without using a spell slot.

Inventory: The gear a character carries.

Combat Terms

Initiative: A roll that decides the order in which characters act in combat.

Round: One full cycle in which everyone in the fight takes a turn.

Turn: Your chance to act during a round.

Action: The main thing you can do on your turn, such as attack or cast a spell.

Bonus action: A smaller, additional action available only in certain cases.

Reaction: An action taken in response to something, even outside your turn.

Attack roll: A d20 roll to see if an attack hits.

Armor Class (AC): The number an attack roll must meet or beat to hit a creature.

Hit points (HP): A measure of how much damage a creature can take. At 0 HP, a character is typically knocked out or dying, depending on the rules.

Damage: The amount of HP lost when hit.

Death saving throw: A special roll made by a character at 0 HP to see whether they stabilize or die.

Critical hit: A particularly effective attack, commonly triggered by a natural 20, that deals extra damage.

Opportunity attack: A reaction attack that can be provoked when a creature leaves another’s reach.

Concentration: Focusing on certain spells. Losing focus can end the spell.

Encounter: A scene where the party faces a challenge, often combat.

Exploration and Story Terms

Adventure: A story with a beginning and an end, often published as a book.

Campaign: A longer story told across many sessions.

One-shot: An adventure designed to be completed in one session.

Session: A single gathering of the group to play.

Dungeon: Traditionally an underground complex full of monsters and treasure. The term can also mean any adventure site.

Loot: Treasure and items found during an adventure.

Homebrew: Rules, monsters, or worlds created by a player or DM rather than published officially.

Setting: The world in which the story takes place, such as the Forgotten Realms.

Module: A pre-written adventure.

Quest: A goal or task given to the party.

Rule of cool: The idea that an exciting, imaginative idea should be favored over strict rule accuracy.

Table and Community Slang

Session zero: A meeting before the campaign starts to agree on expectations, tone, and character creation.

Metagaming: Using knowledge your character would not have to make decisions.

Railroading: When the DM forces the story down a fixed path, ignoring player choices.

Murder hoboes: Players who wander and fight everything without care for the story. Often used humorously.

TPK: Total party kill, when every character in the party dies.

Min-maxing: Building a character to be as strong as possible in one area, often at the expense of others.

Roleplay (RP): Acting out your character through speech and choices.

Virtual tabletop (VTT): Software for playing online, with maps, dice, and character sheets.

Theater of the mind: Playing without a map or miniatures, using description alone.

Where to Go Next

Now that you know the vocabulary, read how a session works in our beginners guide. If you are thinking about playing with a child, see D&D for kids. And if you are curious about the perks of the hobby, check out why D&D is good for you.

The complete guide to dnd beginners

D&D Beginners Guide: How to Start Playing
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