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Returning 35 results for 'based before details calling rules'.
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Spells
Player’s Handbook
. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the
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
Classes
Player’s Handbook
;s armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.
Becoming a
level 1 features, which are listed in the Paladin Features table. See the multiclassing rules to determine your available spell slots.
Paladin Features
—Spell Slots per
Monsters
Curse of Strahd
, modestly give money to charity. They take steps to keep magic items out of evil hands by stashing them in secret hiding places.
Characters as Wereravens. The Monster Manual has rules for characters
already higher. Attack and damage rolls for the wereraven’s bite are based on whichever is higher of the character’s Strength and Dexterity. The bite of a wereraven in raven form deals 1
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
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground
rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Backgrounds
Sword Coast Adventurer's Guide
determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might
prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
The Dungeon Master is free to use your inheritance as a story
Monsters
Icewind Dale: Rime of the Frostmaiden
challenge, even when the odds are clearly stacked against her. Seeing other wizards as a threat, paranoia rules her life.
Avarice has been a member of the Arcane Brotherhood for almost two years. She
around their necks. These self-styled Knights of the Black Sword offered her sanctuary in the keep of Caer-Dineval, where they are based. Although she doesn’t trust the cultists, they treat her
Folk Hero
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
no one can steer me away from my higher calling. (Any)
d6
Bond
1
I have a family, but I have no idea where they are. One day, I hope to see them again.
2
I worked the land
.
d6
Flaw
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of
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
basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such
Backgrounds
Baldur’s Gate: Descent into Avernus
me away from my higher calling. (Any)
d6
Bond
1
I have a family, but I have no idea where they are. One day, I hope to see them again.
2
I worked the land, I love the land
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
or need to do so. As with any people, half-elves often choose a favored deity based on their calling or profession: Corellon Larethian, Azuth, or Mystra for wizards, Solonor Thelandira or Mielikki
. Half-elves often revere the gods of the culture in which they were raised, although some rebel against their upbringing, seeking out the gods of the other aspect of their heritage, or feeling a calling
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Eberron. Supplementing the rules for vehicles in the Player’s Handbook, this section details rules for handling airships. The rules for specific ships appear later in this chapter.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
benefits—or drawbacks!—based on their social endeavors, infusing their interactions with other students with rules weight, and making this integral part of student life a more significant part of the
adventures. Although these pursuits could be played out entirely with roleplaying, you can use the following Relationship rules to reinforce this aspect of the adventures. These rules provide characters with
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
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
more details about what their characters find. The “Narration” section in chapter 2 offers more extensive advice and examples of narration. Step 2: Let the Players Talk Once you’re done describing the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
information the players need to make choices comes from you. Within the rules of the game and the limits of the characters’ knowledge and senses, tell players everything they need to know. Published adventures
sentences of descriptive text. As characters search rooms, open drawers and chests, and examine things more closely, give players more details about what their characters find. Step 2: Let the Players Talk
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
chapter, such as breaking down doors, intimidating enemies, sensing weaknesses in magical defenses, or calling for a parley with a foe. The only limits to the actions you can attempt are your imagination
and your character’s ability scores. See the descriptions of the ability scores in chapter 7 for inspiration as you improvise.
When you describe an action not detailed elsewhere in the rules, the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Yeonido Features Those familiar with Yeonido typically know the following details: Hallmarks. Yeonido is known for its citizens’ familial loyalty and reverence for tradition, as well as for ancestral
spirits called gwishin. People. Humans and dragonborn are the most populous folk in Yeonido. Humans from Yeonido are primarily dark-haired and dark-eyed, and dragonborn have colorings based on their
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Activating a Magic Item It usually takes a Magic action to activate a magic item. The item’s user might also need to do something special. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
” section in the introduction of the Dungeon Master’s Guide provides some guidance for doing so, based on known player archetypes. To help identify what types of players are in the group, you can ask each
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
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
(Athletics) check, setting the jump’s DC based on the distance between the two vehicles (as well as other factors, as appropriate). Keep it fun and fast-paced, and push the rules aside when they get in the way.
patrols. The rules for infernal war machines in appendix B are meant to help you adjudicate situations that arise during encounters, but combat involving infernal war machines works best with “theater
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
that class and race define. This chapter expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of backgrounds and languages, and the finer points of personality and alignment.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
details how an item is activated. Certain items use the following rules for their activation. If an item requires an action to activate, that action isn't a function of the Use an Object action, so a feature such as the rogue's Fast Hands can't be used to activate the item.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
2 and 3. If you come across a game concept in part 1 that you don’t understand, consult the book’s index. Part 2 (chapters 7–9) details the rules of how to play the game, beyond the basics described
Using This Book The Player’s Handbook is divided into three parts. Part 1 (chapters 1–6) is about creating a character, providing the rules and guidance you need to make the character you’ll play in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
upgrades for a franchise headquarters, and more. This chapter also introduces company positions — a new set of rules for franchise characters granting access to unique, tier-based abilities that can help a
the Acquisitions Incorporated franchise and the rules for running it. Franchise benefits are organized by level tier, and include an ever-expanding business territory, wide ranges of options and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
that class and race define. This section expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of backgrounds and languages, and the finer points of personality and alignment.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
Wisdom (Perception) check, provided you describe the character searching in the hidden object’s vicinity. On a success, you find the object, other important details, or both. If you describe your
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
Wisdom (Perception) check, provided you describe the character searching in the hidden object’s vicinity. On a success, you find the object, other important details, or both. If you describe your
compendium
- Sources->Dungeons & Dragons->One-Shot Wonders: Holiday Adventure Pack
through the session plan to discover the key characters, locations and plot details. Think about how you’ll handle major moments in the adventure, and practise your NPC voices! Familiarise yourself with
the game rules and stats of the creatures who appear in the session. Gather the things you’ll need to support you, like a GM screen, maps, miniatures, dice, stationery and snacks. You could give each of your players a pre-generated character, or guide them to create their own.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
.
Part 2 details the rules of how to play the game, beyond the basics described in this introduction. That part covers the kinds of die rolls you make to determine success or failure at the tasks your
Using These Rules The D&D Basic Rules document has four main parts.
Part 1 is about creating a character, providing the rules and guidance you need to make the character you’ll play in the game. It
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
—calling him the “Prince of Vice”—to attract his attention. A character who asks a bystander about the significance of the Prince of Vice, or who succeeds on a DC 14 Intelligence (History) check, learns
the details from the “March of Vice” section at the end of this adventure. Revelers can also point out that the Prince of Vice is Azra Nir, the son of Grand Messer Amos Nir, the eldest member of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
details of the game, rules, or story. As a rule, don’t try to force these players to be more involved than they want to be.
compendium
- Sources->Dungeons & Dragons->One-Shot Wonders: Holiday Adventure Pack
One-Shot Wonders The one-shots and battle maps in this collection are based on the adventure design of One-Shot Wonders and The Map Library, the multi-award-winning book and map compendium by Roll
great game. The easy-to-follow structure helps keep game masters on track, and the extra details make improvising a breeze. Whether you run weekly games, host an RPG club, or want to try GMing for
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
section, such as breaking down doors, intimidating enemies, sensing weaknesses in magical defenses, or calling for a parley with a foe. The only limits to the actions you can attempt are your imagination
elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Monsters with Classes You can use the rules in chapter 3 of the Player’s Handbook to give class levels to a monster. For example, you can turn an ordinary werewolf into a werewolf with four levels of
, with the following exceptions: The monster doesn’t gain the starting equipment of the added class. For each class level you add, the monster gains one Hit Die of its normal type (based on its size
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Speed A creature’s speed tells you how far it can move on its turn. For more information on speed, see the Basic Rules. All creatures have a walking speed; creatures that have no form of ground-based






