Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bad builds diffusing contrast rules'.
Other Suggestions:
bad build diffusing contact rules
bad build diffusing contrast rules
bad build diffusing contact runes
bad build diffusing contact rites
bad build defusing contrast rules
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Queen, who rules from a castle called Dynnistan. It isn’t known whether these legends are based on any true experience or are simply the result of imagination trying to account for a terrifying and
called lich-knights or fell horsemen.
In stark contrast to the knights of Eldraine, the deathless riders are without virtue of any kind. They are few in number—unless many more lurk in the dark
Criminal / Spy
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society
.
4
I have a “tell” that reveals when I’m lying.
5
I turn tail and run when things look bad.
6
An innocent person is in prison for a crime that I committed. I’m okay with that.
Satyr
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Mythic Odysseys of Theros
civilization with the freedom of wild beasts. Generally, they look similar to humans, with a range of builds and features. But their goatlike horns, pointed ears, and furred lower bodies sharply distinguish
amazing things ever. I want to pick them, wear them, and discover their silent secrets.
2
There isn’t a tree or statue that isn’t fun to climb.
3
Nothing wards off bad luck like a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Combat This section builds on the combat rules in the Player’s Handbook and offers tips for keeping the game running smoothly when a fight breaks out.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Running Combat This section builds on the combat rules in the Player’s Handbook and offers tips for keeping the game running smoothly when a fight breaks out.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Running Combat This section builds on the combat rules in the Player’s Handbook and offers tips for keeping the game running smoothly when a fight breaks out.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Combat This section builds on the combat rules in the Player’s Handbook and offers tips for keeping the game running smoothly when a fight breaks out.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Combat This section builds on the combat rules in the Player’s Handbook and offers tips for keeping the game running smoothly when a fight breaks out.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Running Combat This section builds on the combat rules in the Player’s Handbook and offers tips for keeping the game running smoothly when a fight breaks out.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Journeys in the Skies Traveling across the continent in an airship is different—but no less thrilling—than trekking overland. This section builds on the travel rules in the Dungeon Master’s Guide to help make airship journeys more dynamic.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Journeys in the Skies Traveling across the continent in an airship is different—but no less thrilling—than trekking overland. This section builds on the travel rules in the Dungeon Master’s Guide to help make airship journeys more dynamic.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Journeys in the Skies Traveling across the continent in an airship is different—but no less thrilling—than trekking overland. This section builds on the travel rules in the Dungeon Master’s Guide to help make airship journeys more dynamic.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
most capable crews to watery graves. The following rules help adjudicate travel at sea, specifically voyages of an hour or more. This material builds on the travel rules in the Player’s Handbook and the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
most capable crews to watery graves. The following rules help adjudicate travel at sea, specifically voyages of an hour or more. This material builds on the travel rules in the Player’s Handbook and the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
most capable crews to watery graves. The following rules help adjudicate travel at sea, specifically voyages of an hour or more. This material builds on the travel rules in the Player’s Handbook and the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Umizu Residents of the city-state of Umizu enjoy their fair share of luck, but good fortune comes at a cost: a season of bad luck that arrives with the yearly monsoon. During this time, locals pray
control the city’s underground trade and administer their own brand of justice. Meanwhile, the Southwest Whaling Concern, an influential merchant organization, builds a private navy and clashes with
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Umizu Residents of the city-state of Umizu enjoy their fair share of luck, but good fortune comes at a cost: a season of bad luck that arrives with the yearly monsoon. During this time, locals pray
control the city’s underground trade and administer their own brand of justice. Meanwhile, the Southwest Whaling Concern, an influential merchant organization, builds a private navy and clashes with
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Umizu Residents of the city-state of Umizu enjoy their fair share of luck, but good fortune comes at a cost: a season of bad luck that arrives with the yearly monsoon. During this time, locals pray
control the city’s underground trade and administer their own brand of justice. Meanwhile, the Southwest Whaling Concern, an influential merchant organization, builds a private navy and clashes with
Backgrounds
Baldur’s Gate: Descent into Avernus
underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One
tail and run when things look bad.
6
An innocent person is in prison for a crime that I committed. I’m okay with that.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Saving Throws In contrast to an ability check, a saving throw is an instant response to an effect and is almost never made by choice. A saving throw makes the most sense when something bad threatens
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Saving Throws In contrast to an ability check, a saving throw is an instant response to an effect and is almost never made by choice. A saving throw makes the most sense when something bad threatens
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Saving Throws In contrast to an ability check, a saving throw is an instant response to an effect and is almost never made by choice. A saving throw makes the most sense when something bad threatens
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Using These Rules Each of the book’s adventures includes Exams. Though each character might be a member of a different college at Strixhaven, the adventures assume that the characters take at least
one general education or interdisciplinary course together each year. It is this course that the Exam rules represent. Each Exam encounter has a Studying phase followed by a Testing phase. In general
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Using These Rules Each of the book’s adventures includes Exams. Though each character might be a member of a different college at Strixhaven, the adventures assume that the characters take at least
one general education or interdisciplinary course together each year. It is this course that the Exam rules represent. Each Exam encounter has a Studying phase followed by a Testing phase. In general
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Using These Rules Each of the book’s adventures includes Exams. Though each character might be a member of a different college at Strixhaven, the adventures assume that the characters take at least
one general education or interdisciplinary course together each year. It is this course that the Exam rules represent. Each Exam encounter has a Studying phase followed by a Testing phase. In general
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
between relying on their bonuses and abilities and paying attention to the game and immersing themselves in its world. Remember that dice don’t run your game — you do. Dice are like rules. They’re
bad die roll foiling the character’s plans. By the same token, a bad plan or unfortunate circumstances can transform the easiest task into an impossibility, or at least impose disadvantage.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
between relying on their bonuses and abilities and paying attention to the game and immersing themselves in its world. Remember that dice don’t run your game — you do. Dice are like rules. They’re
bad die roll foiling the character’s plans. By the same token, a bad plan or unfortunate circumstances can transform the easiest task into an impossibility, or at least impose disadvantage.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
between relying on their bonuses and abilities and paying attention to the game and immersing themselves in its world. Remember that dice don’t run your game — you do. Dice are like rules. They’re
bad die roll foiling the character’s plans. By the same token, a bad plan or unfortunate circumstances can transform the easiest task into an impossibility, or at least impose disadvantage.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Table Rules Ideally, players come to the gaming table with the same goal: to have a fun time together. This section gives recommendations for table rules you can establish to help meet that goal
. Here are some fundamentals: Foster respect. Don’t bring personal conflicts to the table or let disagreements escalate into bad feelings. Don’t touch others’ dice if they’re sensitive about it. Avoid
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Table Rules Ideally, players come to the gaming table with the same goal: to have a fun time together. This section gives recommendations for table rules you can establish to help meet that goal
. Here are some fundamentals: Foster respect. Don’t bring personal conflicts to the table or let disagreements escalate into bad feelings. Don’t touch others’ dice if they’re sensitive about it. Avoid
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mounted Combat A willing creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as a mount, using the following rules. Mounting and Dismounting During
. A controlled mount can move and act even on the turn that you mount it. In contrast, an independent mount—one that lets you ride but ignores your control—retains its place in the Initiative order
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Table Rules Ideally, players come to the gaming table with the same goal: to have a fun time together. This section gives recommendations for table rules you can establish to help meet that goal
. Here are some fundamentals: Foster respect. Don’t bring personal conflicts to the table or let disagreements escalate into bad feelings. Don’t touch others’ dice if they’re sensitive about it. Avoid
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mounted Combat A willing creature that is at least one size larger than a rider and that has an appropriate anatomy can serve as a mount, using the following rules. Mounting and Dismounting During
. A controlled mount can move and act even on the turn that you mount it. In contrast, an independent mount—one that lets you ride but ignores your control—retains its place in the Initiative order
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Rules House rules include optional rules, such as those presented in chapter 9 of the Dungeon Master’s Guide, and rules you create. If you plan to use any house rules, session zero is a good time to
discuss those rules with the players and solicit their input. House rules are best presented as experiments, and time will tell if they’re good for your game. If you introduce a house rule in session
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Rules House rules include optional rules, such as those presented in chapter 9 of the Dungeon Master’s Guide, and rules you create. If you plan to use any house rules, session zero is a good time to
discuss those rules with the players and solicit their input. House rules are best presented as experiments, and time will tell if they’re good for your game. If you introduce a house rule in session






