Hit Points (HP)
How much harm you can take before you drop.
In the game
At 0 HP you fall unconscious. Rest and healing bring HP back.
Plain answers
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How much harm you can take before you drop.
In the game
At 0 HP you fall unconscious. Rest and healing bring HP back.
How hard you are to hit. An attack has to roll at least your AC to land.
In the game
With no armor, AC is 10 plus your Dexterity modifier.
Who acts first when a fight starts.
In the game
Everyone rolls a d20 and adds their Dexterity modifier. Highest goes first.
How far you can move on your turn, in feet.
In the game
30 feet is typical for a starting character.
The six traits that describe your character: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma.
In the game
Each one has a score. The score gives you a modifier you add to rolls.
In real life
In the Company, your real life builds them: workouts, nutrition and sleep, mental goals and social goals.
Raw power: lifting, pushing, carrying.
In the game
Your Strength modifier helps with Athletics and with lifting, pushing or breaking things.
In real life
Built by workouts.
Balance, speed and quick reflexes.
In the game
Your Dexterity modifier adds to Initiative, to AC while lightly armored, and to Acrobatics, Sleight of Hand and Stealth.
In real life
Built by workouts.
How tough you are: your stamina, and how well you shake off hits.
In the game
Your Constitution modifier adds to your hit points every time you level up.
In real life
Built by nutrition and sleep.
Memory and clear thinking.
In the game
Your Intelligence modifier helps with knowledge skills like History.
In real life
Built by mental goals.
Awareness and good judgment.
In the game
Your Wisdom modifier helps with skills like Insight, Perception and Animal Handling.
In real life
Built by mental goals.
How well you connect with people.
In the game
Your Charisma modifier helps with Deception, Persuasion, Intimidation and Performance.
In real life
Built by social goals.
The number you add to a die roll. It comes from an ability score.
In the game
A score of 10 or 11 gives +0. Every 2 points up or down moves it by 1. A score of 9 gives -1.
Being trained at something. You add your proficiency bonus when you roll for it.
In the game
The bonus is +2 at level 1 and grows as you level up. Your background decides some of your trained skills.
A specific thing you can be good at, like Athletics or Insight. Each skill belongs to one ability.
In the game
To use a skill you roll a d20 and add the ability modifier, plus your proficiency bonus if you are trained.
A roll to see whether you succeed at something uncertain.
In the game
Roll a d20 and add a modifier. Meet or beat the target number (the DC) and you succeed.
The number you need to meet or beat on a roll.
In the game
The DM sets it. Easy things have a low DC and hard things a high one.
A roll to resist harm or a sudden effect.
In the game
Roll a d20 and add the matching ability modifier, plus your proficiency bonus if you are trained in that save.
Roll two d20s and keep the higher one.
In the game
If something helps you, you get advantage. If you have both advantage and disadvantage, they cancel out.
Roll two d20s and keep the lower one.
In the game
If something hinders you, you get disadvantage.
A twenty-sided die. Most important rolls in D&D use it.
In the game
Roll it, add your modifier, and compare the total to a target number.
Shorthand for a roll. 2d6+3 means roll two six-sided dice, add them up, then add 3.
In the game
The first number is how many dice. The number after the d is how many sides.
The person who runs the game. They describe the world, play the other characters and settle the rules.
Your character's profession, like Fighter or Rogue. It decides what you are best at.
What kind of being your character is, such as human, dwarf or elf. Older books call this race.
Where your character came from before the Company. In the 2024 rules it also gives you skills, a tool and a starting talent.
In the game
Pick a background and the app fills in the matching skills and tools for you.
A small talent. In the 2024 rules your background gives you one to start.
One group of repetitions.
In real life
Example: 10 squats in a row is one set. Rest, then do another.
One full movement.
In real life
One squat down and back up is one rep.
Steady work that raises your heart rate, like jogging, cycling or brisk walking.
Moving your joints through their full range so your body moves easily. Stretching is one kind.
Light movement before the main work to get your body ready.
Rate of Perceived Exertion. A 1 to 10 score for how hard something felt. 1 is very easy and 10 is all you have got.
In real life
Use it to tell your trainer how a set felt.
Your weekly report. Four quick questions about workouts and your goals, due Friday at 11:59 PM.
In real life
Honest answers help your trainer help you.
A goal set for the whole Company or for a squad. Find them on the Missions board.
This week's sleep goal is current. Initiative includes an extra 2.
This week's meal prep goal is current. Initiative includes an extra 2.
This week's cardio goal is current. Initiative includes an extra 2.
Five checks on a mental goal: Clear, Measurable, Attainable, Relevant, and Timed. It counts only when all five are on.
A rank the Company shows as the weeks add up.
The gathering before a session, where the week is confirmed.
FAQ answers to be written by John.
Go forth and conquer.