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Returning 35 results for 'based before decide could required'.
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Magic Items
Dungeon Master’s Guide
control and shares your Initiative count, taking its turn immediately after yours.
On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don
’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a
Monsters
Monster Manual
Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Flame Strike, Zone of Truth
Weakening Breath. Strength Saving Throw: DC 21
, each creature that isn’t currently affected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests and subtracts 3 (1d6);{"diceNotation":"1d6
Monsters
Monster Manual
Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell) 1/Day Each: Flame Strike (level 6 version), Word of Recall, Zone of Truth
Weakening Breath. Strength Saving Throw: DC 24, each creature that isn’t currently affected by this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests
Magic Items
Dungeon Master’s Guide
command word to render it inanimate.
On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don’t have the Incapacitated condition (no action required
). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the broom is reduced to 0
Spells
Player’s Handbook
larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the trigger you specify
can be activated again.
The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could
Spells
Player’s Handbook
action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell
Force damage.
Bonus Actions
Fey Step. The spirit magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the spirit’s chosen mood
Programmed Illusion
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.
When the condition you
illusion can be activated again.
The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area
Species
Eberron: Rising from the Last War
weapons and warforged, along with mundane arms and armor. The war raised the house up, and then tore it down. House Cannith was based in Cyre, and the Mourning destroyed the house leadership and key
whether one of these leaders will unite the house, or if it will shatter under the strain. If you’re an heir of House Cannith, you should decide which of these barons you serve or if you have other ideas about the house’s future.
Summon Fey
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Tasha’s Cauldron of Everything
your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell
’s level piercing damage + 1d6 force damage.
Bonus Actions
Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on
Magic Items
Acquisitions Incorporated
. The difference between the index finger and the middle finger. The elasticity of the ear lobe.
6
You take a long, careful look, and then decide based on which fellow franchisee has been nice to
an action, make a DC 15 Intelligence (Religion) check. On a success, you learn the relevant information based on the nature of the creature and its place in the world.
If you fail the check, this
Animate Objects
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a
bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
with that of snakes, producing a caste-based society of hybrids in which the most snakelike are the leaders and the most humanlike are spies and agents in foreign lands.
Humans Transformed
The
caste system based on how complete a person’s transformation was. The vast majority of yuan-ti fall into three categories — abominations, malisons, and purebloods — while the mutated
Backgrounds
Guildmasters’ Guide to Ravnica
conception of the Izzet League is based on mad inventions, dangerous experiments, and explosive blasts. Much of that perception is accurate, but the league is also involved with mundane tasks of
me with conflicted feelings.
5
I helped a minor Gruul chieftain acquire an Izzet weapon.
6
Roll an additional Izzet contact; you can decide if the contact is an ally or a rival.
7
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Woodcarver’s Tools Wand Woodcarver’s Tools Weapon Leatherworker’s Tools, Smith’s Tools, or Woodcarver’s Tools depending on the kind of weapon as noted in the tools’ descriptions Wondrous Item Tinker’s Tools or the tool required to make the nonmagical item on which the magic item is based
Tools The Magic Item Tools table lists which tool is required to make a magic item of each category. You must use the required tool to make an item and have proficiency with that tool. Any assistants
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dehydration [Hazard] A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the required water for a day
gains 1 Exhaustion level at the day’s end. Exhaustion caused by dehydration can’t be removed until the creature drinks the full amount of water required for a day. See also “Exhaustion.” Water Needs
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dehydration [Hazard] A creature requires an amount of water per day based on its size, as shown in the Water Needs per Day table. A creature that drinks less than half the required water for a day
gains 1 Exhaustion level at the day’s end. Exhaustion caused by dehydration can’t be removed until the creature drinks the full amount of water required for a day. See also “Exhaustion.” Water Needs
Concentration
Legacy
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Rules
in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).Normal activity, such as moving and attacking, doesn't
for each source of damage.Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die.The DM might also decide that certain environmental phenomena, such
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Malnutrition [Hazard] A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that eats but consumes less than half the required food for a
fifth day as well as an additional level at the end of each subsequent day without food. Exhaustion caused by malnutrition can’t be removed until the creature eats the full amount of food required for a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Malnutrition [Hazard] A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that eats but consumes less than half the required food for a
fifth day as well as an additional level at the end of each subsequent day without food. Exhaustion caused by malnutrition can’t be removed until the creature eats the full amount of food required for a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Starting Equipment When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces based on your
class and spend them on items from the lists in this chapter. See the Starting Wealth by Class table to determine how much gold you have to spend. You decide how your character came by this starting
Magic Items
Lost Laboratory of Kwalish
Power. Powered armor originally required energy cells to fuel it, but was adapted by Kwalish to be fueled by the life energy of the creature wearing it. You might decide that the armor can also draw
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Resolving Outcomes You decide when a player makes a D20 Test based on what the character is trying to do. Players shouldn’t just roll ability checks without context; they should tell you what their
you decide: Is a D20 Test Warranted? If the task is trivial or impossible, don’t bother with a D20 Test. A character can move across an empty room or drink from a flask without making a Dexterity check
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Event-Based Adventures In an event-based adventure, the focus is on what the characters and villains do and what happens as a result. The question of where those things happen is of secondary
importance. Building an event-based adventure is more work than building a location-based one, but the process can be simplified by following a number of straightforward steps. Several steps include tables
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
moving a lever, and the DM describes what, if anything, happens. For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or
character can wrench the lever into place. The DM sets the DC for any such check based on the difficulty of the task. Characters can also damage objects with their weapons and spells. Objects are immune
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
is required to make a magic item of each category. You must use the required tool to make an item and have proficiency with that tool. Any assistants must also have proficiency with it. For more
information on the tools, see the Player’s Handbook. Magic Item Tools Item Category Required Tool Armor Leatherworker’s Tools, Smith’s Tools, or Weaver’s Tools depending on the kind of armor as noted
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
talents are useful for grifters and other criminals. Most notably, the halflings of the Boromar Clan are the most powerful criminal organization in Breland. They are based in Sharn, but their
influence can be felt across the nation and even in the distant city of Stormreach. If you decide to play a halfling rogue—or any character with a criminal or charlatan background—you should decide if you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
moving a lever, and the DM describes what, if anything, happens. For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or
character can wrench the lever into place. The DM sets the DC for any such check based on the difficulty of the task. Characters can also damage objects with their weapons and spells. Objects are immune
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
road, or a situation the characters are asked to resolve. You decide the scope of the decision the characters must make. You can ask them to make a simple choice (“Do you want to take the path along
small dungeon or an encounter (which might involve multiple ability checks or even combat). Let the character of the player who flipped the card be the focus of the day’s events and make any required
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
column suggests an appropriate bonus based on the item’s rarity. Attunement Decide whether the item requires a character to be attuned to it to use its properties. Use these rules of thumb to help you
doling out as one. Use the Magic Item Power by Rarity table as a guide to help you determine how powerful an item should be, based on its rarity. Magic Item Power by Rarity Rarity Max Spell Level
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
prepared. So how do you decide? Think through these possibilities: No Rules Required. Sometimes, resolving a situation is easy. If an adventurer wants to cross an empty room and open a door, you can
the DM, you decide how much to tell the players and when. All the information the players need to make choices comes from you. Within the rules of the game and the limits of the characters’ knowledge
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
rules and the adventure you’ve prepared. So how do you decide? Think through these possibilities: No Rules Required. Sometimes, resolving a situation is easy. If an adventurer wants to cross an empty
sections offer more detailed information on how an encounter typically unfolds, in three steps. Step 1: Describe the Situation As the DM, you decide how much to tell the players and when. All the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Setting the Tone A Morgrave campaign is a coming of age story in a fantasy world. In between delving into ruins and uncovering demonic schemes, the player characters need to decide what to do with
use story-based advancement instead of standard XP. Level advancement could be based on time: player characters gain one level each semester, leveling up after finals. Alternately, advancement could
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
grumpy around goats, the ogres decide to attack. Assuming some of the characters are sleeping for the night, anyone on guard duty can attempt a DC 15 Wisdom (Animal Handling) or Wisdom (Insight
the beginning. You should change the attitudes of the NPCs, or the actual NPCs themselves, based on what has come to pass in your campaign.
If the characters have not been to Phandalin, you can
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Starting Equipment When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces based on your
class and spend them on items from the lists in this section. See the Starting Wealth by Class table to determine how much gold you have to spend.
You decide how your character came by this starting
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Awarding XP Each monster has an XP value based on its Challenge Rating. When adventurers overcome one or more monsters—typically by killing, routing, capturing, or cleverly avoiding them—they divide
NPCs made the challenge easier. (See also “Nonplayer Characters” in chapter 3.) Noncombat Challenges You decide whether to award XP to characters for overcoming challenges outside combat. If the






