- Advantage X. Roll X additional dice and drop the X lowest dice (removing dice from the left to right in the case of a tie).
- Ally. A friendly creature, not yourself.
- Assess. An action to strategically analyze the situation in combat.
- Attack. Any offensive action. Swinging with a weapon, casting a harmful spell, Grappling, etc.
- Blindsight X. You can sense creatures and obstacles normally within X spaces, ignoring Blinded, darkness, and invisibility.
- Cantrip. A basic spell. Costs 0 mana to cast, and their power increases as you level up.
- Climbing. A creature with a climbing speed can move across vertical surfaces as flat ground.
- Concentration. Can only Concentrate on 1 thing at a time. DC 10 STR save when crit or lose concentration.
- Cone X. Starts at the character and extends X spaces outward, becoming up to X spaces wide at the farthest edge.
- Cover. If partially obscured, incoming attacks have disadvantage. If completely obscured, cannot be targeted.
- d44, d66, d88. Roll 2 of the same dice, the leftmost die is the tens place, and the second is the ones. These rolls cannot miss or crit.
- Darkvision X. Can see normally in the dark, up to X spaces.
- Decrement/Increment. Use a die one size smaller or larger (d4 » d6 » d8 » d10 » d12 » d20).
- Difficult Terrain. Speed halved while here. (e.g., moving through the space of an enemy).
- Disadvantage X. Roll X additional dice and drop the X highest dice.
- Distracted. A target is distracted if it is adjacent to or Taunted by an ally, or if it cannot see you.
- Encounter. An encounter begins when Initiative is rolled and ends when hostilities do.
- Falling. Suffer 1d6 damage per 10 ft. fallen.
- Field Rest/Safe Rest. Spend time to recover some of your resources.
- Free. Does not cost an action or any other resource (e.g., mana) unless otherwise stated.
- Hampered. Any creature with their actions or movement reduced (e.g., Dazed, Grappled, Prone, Difficult Terrain).
- KEY. Use either of your KEY attributes.
- Knockback/Push X. Forcibly move a creature X spaces, ignoring Difficult Terrain. Other creatures or the environment may halt movement prematurely and deal damage.
- Line X. A straight line extending up to X spaces in one direction.
- LVL. Replace this with your Hero’s level.
- Mana. Used to fuel spellcasting. See the Heroes book for more info on how classes gain mana.
- Move X. Move up to that many spaces.
- Paralyzed, Stunned, Unconscious. Incapacitated. Can’t do anything. Attacks against you have advantage, and melee attacks that hit, crit.
- Reach X. The area within X spaces around a character; forming your choice of a cube or sphere.
- Range X. Ranged attacks are made with disadvantage if ANY enemy is adjacent. Range can be extended.
- Resistance. Take half as much damage.
- Restrained. Same effect as Grappled, objects Restrain, creatures Grapple.
- Round. The time in combat when each Hero and enemy has a chance to act.
- Rushed Attacks. Attacking more than once on a turn imposes a cumulative disadvantage penalty (e.g., attacking with a short sword for the third time on a turn, you would roll 3d6 and take the lowest result).
- Skill Points. Use them to increase your skills. Start with 4 at level 1 and gain 1 each level.
- Spellcasting Focus. Can be used instead of an empty hand to cast spells.
- Stats. The core attributes of a character.
- Surprise. When combat starts before all sides are aware.
- Target. A selected creature or object. It must be within Range/Reach and able to be sensed.
- Teleport. Move instantaneously. Does not provoke opportunity attacks.
- Temp HP. HP that do not replenish.
- Turn. The primary time allotted for an individual hero or monster group to act.
- Unheld. Not touched, worn, or held by anyone.
- Vulnerable. When a creature is vulnerable to a damage type, that kind of damage ignores its armor; if unarmored, they take double the damage instead.
- Wound. A measure of how close a hero is to death. Typically 6 and you’re dead.