Glossary

Showing 37 terms.

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A B C D E F H I M O P R S T W

A

Advantage

Aliases: advantage, Advantage
You can roll the dice again and use the higher value. This can stack

Armor

Aliases: armor, Armor
You reduce hit roll based damage based on your armor values where 1 armor reduces 1 damage for every 10 damage done

Armor Piercing

Aliases: armor piercing, Armor piercing, Armor Piercing, armor-piercing, Armor-piercing, Armor-Piercing
Armor Piercing refers to the reduction of the target armor value when resolving damage

B

Blinded

Aliases: blind
The creature cannot see. Automatically fail checks that require sight. If the creature does not have any sense(e.g tremor sense) to detect incoming attacks, spells or effects. The creature takes a -5 penalty to saving throws, dodge and armor. If they do have those sense, they take a -2 penalty instead.

C

critical hit

Aliases: Critical Hit, critical attack
When an attack roll is above the critcal threshold of the dodge value. The default value is 10. So an attack roll or 30 critically hits a target with a dodge of 20.

Critical Success

Aliases: CS, critical success, Critical Success
You roll 10 higher than the DC

D

Dash

Aliases: Dash, dash
When you dash, you move so fast you cannot be targetted by any reactions targetting your movement

Dazzled

The character gains disadvantage on perception check and gains a -1 to dodge and reflex saves.

Defence

Aliases: Defence, defence
Defence is the value required to hit the target. If your dodge is higher than the attack roll, the attack misses.

Dex Cap

Aliases: dex_cap, Dex_cap, dex cap
Dex cap refers to the maximum possible value your dexterity score can be considered to be when calculating your dodge score

Disadvantage

Aliases: disadvantage, Disadvantage
Roll two dice and use the lower value, this can stack.

E

Expert

Aliases: expert, Expert
Expert proficiency tier provides a +5

F

Frightened

A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear.

H

Hinderence

Aliases: hinderence, Hindrance
Hinderence is the penalty you take to dodge, reflex saves and atheletics and acrobatics skill check if you do not meet the speed requirement

I

Immobilized

Aliases: Immobalised
The creatures dodge is reduced by 10 The creature cannot move, including using dash or teleport abilities or spells

Incapacitated

Cannot take actions or reactions

Invisible

You cannot be seen Perception checks against you gain a -5 unless they do not rely on sight. You only can be targeted after a successful Seek action

M

Master

Aliases: Master, master
Master Proficiency tier is a +8

O

Off-Balance

You suffer –2 to all attack rolls. If Off-Balance is applied twice, you instead suffer Disadvantage on all attack rolls

Off-Guard

Aliases: off guard, off-guard
Enemies gain +2 to attack rolls against you. If Off-Guard is applied twice, enemies instead gain Advantage on all attack rolls against you.

On-hit

Aliases: on-hit, onhit, On-hit
Refers to when you land an attack with a weapon or unarmed weapon. As long as you hit the target, it is considered on-hit

P

Paralyzed

Aliases: Paralysed
A paralyzed creature can’t move or speak, nor take any actions or reactions The creature automatically fails reflex saves Attack rolls against the creature have advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.

Petrified

A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. The creature is considered paralyzed Attack rolls against the creature have advantage. The creature automatically fails reflex saves The creature has resistance to all damage. The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.

Prone

Require an action to stand, or have to crawl Attack rolls have advantage against the creature if within 5ft else have disadvantage You have disadvantage on attack rolls unless using a any crossbow or firearm

R

Resistance

Aliases: resistance, Resistance
Reducd incoming damage of the specified type by half

Restrained

Dodge is reduced by 10 Cannot use its hands to do any action except to try and break free -10 on Reflex saving throws Cannot cast spells F or M Speed is 0 Follow the same rulled as grappled

S

Speed Penalty

Aliases: Speed Penalty, speed_penalty
The penalty to your speed you take if you do not meet the armor strength requirements

Strength Requirement

Aliases: Str Req
The value of your strength is required to be or suffer the hindrance and speed penalty stated

Stun

Aliases: Stun, stun
Reduce the amount of actions that can be taken with the stun value

Stupefied

Your thoughts and instincts are clouded. Stupefied comes with a value. You subtract the value from will saving throws. In addition, the creature is required to roll a flat DC 5 + spell level + stupefied value - <Spellcasting key modifier(int/cha/wis)> before they can cast a spell

T

Terrified

The creature spends all 3 actions moving away from the source of the terror The creature gains disadvantage on will saves They can make a will saving throw to change this effect to frightened at the ends of its turn

Trained

Aliases: Trained, trained
trained is the lowest tier of proficiency, you gain a +2 + half your level rounded up to it.

W

Ward

Aliases: ward, Ward
You reduce all incoming damage by <ward value>x10%, rounded down. You can have multiple sources of ward provided it states you gain a + to ward,

Weakened

Aliases: Weakened
Reduce the value of attack rolls, skill checks, DC and saves related to that roll.

Weakened(Body)

Aliases: Weakened(Body)
Reduce the value of strength, constitution and dexterity based skill checks, attacks rolls and DC as well as Reflex and Fortitude saves.

Weakened(Mind)

Aliases: weakened(mind), Weakened(Mind)
Reduce the value of wisdom, charisma and intelligence based checks, attack rolls, DCs as well as Will saves by the Weakened valhe

Wounded

Reduce all D20 rolls by the wounded value. You have failed the amount of death saving throw equal to the wounded value