DND Portal 3 Prep

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Across
  1. 3. — Protection from attacks provided by terrain, granting bonuses to AC and Dexterity saving throws.
  2. 7. — A full cycle in combat where every creature gets a turn.
  3. 8. — The order in which creatures take turns during combat.
  4. 11. — The specific event that causes a reaction or readied action to occur.
  5. 13. — A condition that limits movement and imposes disadvantage on attacks.
  6. 16. Attack — A melee attack triggered when a creature willingly moves out of another creature’s reach.
  7. 17. — An action taken in response to a trigger, usually outside your own turn.
  8. 20. — An action that prevents opportunity attacks when moving away.
  9. 23. — A severe condition that causes automatic failure of Strength and Dexterity saving throws.
  10. 24. Economy — The system that limits what a creature can do on its turn using actions, bonus actions, movement, and reactions.
  11. 26. — Using player knowledge that the character would not reasonably have.
  12. 28. — A condition that prevents a creature from taking actions or reactions.
  13. 29. Sharing — Ensuring all players have chances to contribute and shine at the table.
Down
  1. 1. of Sight — Whether a creature can visually perceive a target or area.
  2. 2. Terrain — Movement through this terrain costs extra speed.
  3. 4. Attrition — The gradual loss of HP, spell slots, and abilities over multiple encounters.
  4. 5. — A condition that prevents a creature from willingly moving closer to a source of fear.
  5. 6. — Applying rules and rulings the same way for all players and situations.
  6. 9. — A mechanic that limits a creature to maintaining only one sustained spell at a time.
  7. 10. — A condition that imposes disadvantage on attacks and grants advantage to attackers.
  8. 12. — A condition that reduces a creature’s speed to 0.
  9. 13. — A DM’s decision when a situation is not clearly defined by written rules.
  10. 14. Surge — A feature that grants an additional action on a turn.
  11. 15. — A condition that affects movement and attack rolls based on distance.
  12. 18. Action — An action prepared on your turn that is triggered later using your reaction.
  13. 19. — A mechanic that forces a creature to roll two d20s and take the lower result.
  14. 21. — The period in combat when a creature can act using its available resources.
  15. 22. of Origin — The location from which a spell’s area of effect is measured.
  16. 25. Action — A special type of action that can only be used if a feature, spell, or ability allows it.
  17. 27. — A mechanic that allows a creature to roll two d20s and take the higher result.