Across
- 1. sneak attack and short swords deal damage with this die.
- 5. the action that lets you use your weapons to harm foes. Extras of these let you do it more than once during this action.
- 8. inflicting this condition on a foe would give you advantage, but only automatic critical hits if you are within 5 feet.
- 10. your character is this after three failed deaths saves
- 11. type of hit when you roll a 20 on 1d20
- 14. this condition makes you fail ability checks requiring a certain sense AND imposes disadvantage on your attacks and advantage on attacks against you.
- 16. maces and longswords deal damage with this die.
- 17. this condition ends automatically if you are moved by another creature or spell away from whatever inflicted it on you.
- 18. this condition gets worse the more of it you get, potentially causing even instant death.
- 20. inflicting this condition will cause your target to fail ability checks tied to a sense, but otherwise does nothing to attack rolls related to the creature.
- 23. number of death saves you lose if you take critical damage while at 0 hit points
- 24. with this action you will not provoke attacks of opprotunity by movement
- 25. glaves and heavy crossbows deal damage with this die.
- 26. you can take this action to make an ally's attack against a foe next to you have advantage.
- 28. the reach, in feet of most creatures, including larger creatures, unless otherwise specifically stated.
- 29. You suffer an automatic critical hit if someone within 5 feet of you damages you while suffering this condition.
- 32. while "suffering" this condition you have advantage on attack rolls and foes have disadvantage to attack you.
- 34. your speed becomes 0 and cannot be improved while suffering this condition.
- 36. suffering this condition gives you resistance to all damage.
Down
- 1. when you get to roll 2d20 and keep the lowest
- 2. amount of your movement you spend standing up from prone. (Use hypen if two words are needed).
- 3. the cost of movement in feet while trying to move wile prone and in difficult terrain.
- 4. this action lets you double your movement speed at the cost of your action.
- 6. if you suffer this condition you cannot attack or otherwise harm the one who inflicted it upon you.
- 7. you can only focus on one of these kinds of spells at once.
- 9. when you score a critical hit you double these, but not your modifiers.
- 10. daggers and magic missiles deal their damage with this die.
- 12. you can only cast these kinds of spells with your action if you spend your bonus action casting a level 1 spell or higher.
- 13. amount of your total hit die recovered on long rest (use hyphen if you need two words)
- 15. Initiative roll is an ability check using this ability.
- 16. a typically underground area that adventurers explore to slay monsters, find loot, and twart evil.
- 19. reduce fire damage from *fireball* to this amount if you both pass the dexterity save AND have fire resistence.
- 20. greataxes and witch bolt deal damage with this die.
- 21. when you get to roll 2d20 and keep the highest
- 22. attack rolls and saving throws are made with this die.
- 27. You automatically fail strength and dexterity saving throws while suffering this condition.
- 30. you may willingly inflict this condition on yourself to impose disadvantage on ranged attacks against you.
- 31. size of hit dice for wizards in 5th edition
- 33. the number of feet a single square on a grid map takes up when using grid rules.
- 35. a magical monster, typically large and intelligent, and can grow to be anchient.