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