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.