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Returning 35 results for 'because before decides convinced rules'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
charmed by him that is within 60 feet of him; that charmed target must succeed on a DC 21 Charisma saving throw, or Titivilus decides how the target acts during its next turn.
Teleport. Titivilus uses
Teleport.
Assault (Costs 2 Actions). Titivilus makes one Silver Sword attack, or he uses Frightful Word.Dispater, the gloomy Lord of Dis, rules from his iron palace, seeming to hide behind its
Monsters
Fizban's Treasury of Dragons
explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8
to leave.
4
The sea around a wizard’s tower is too stormy for ships to sail through, but a resident dragon turtle might be convinced to ferry the characters across.
5
A royal
Monsters
Fizban's Treasury of Dragons
characters, and use the Dragon Turtle Spellcasting table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for
making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
Changeling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Mordenkainen Presents: Monsters of the Multiverse
changelings today—even in those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the
level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability
Monsters
Fizban's Treasury of Dragons
)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers suggestions for stories and adventures
decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the area—and might take control of the pass unless the dragon can be convinced to return.
6
Monsters
Fizban's Treasury of Dragons
table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply
those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I speak slowly and deliberately
Folk Hero
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
.
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
Monsters
Fizban's Treasury of Dragons
. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers suggestions for stories
mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the area—and might take control of the pass unless the dragon can be convinced to
Backgrounds
Guildmasters’ Guide to Ravnica
decides if your demands are reasonable and if there are subordinates available to fulfill them. As your status in the guild improves, you gain influence over more people, including ones in greater
convinced that everyone I know is plotting against me.
3
I’ll brave any risk if the monetary reward is great enough.
4
I am convinced that I am far more important than anyone else is
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Simultaneous Effects Most effects in the game happen in succession, following an order set by the rules or the DM. In rare cases, effects can happen at the same time, especially at the start or end
of a creature’s turn. If two or more things happen at the same time on a character or monster’s turn, the person at the game table — whether player or DM — who controls that creature decides the order
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Simultaneous Effects Most effects in the game happen in succession, following an order set by the rules or the DM. In rare cases, effects can happen at the same time, especially at the start or end
of a creature’s turn. If two or more things happen at the same time on a character or monster’s turn, the person at the game table — whether player or DM — who controls that creature decides the order
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Simultaneous Effects Most effects in the game happen in succession, following an order set by the rules or the DM. In rare cases, effects can happen at the same time, especially at the start or end
of a creature’s turn. If two or more things happen at the same time on a character or monster’s turn, the person at the game table — whether player or DM — who controls that creature decides the order
Backgrounds
Sword Coast Adventurer's Guide
with me to pursue my destiny.
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
way that will make the game fun for everyone. Referee. When it’s not clear what ought to happen next, the DM decides how to apply the rules. Storyteller. The DM crafts adventures, setting situations in
meet. Director. Like the director of a movie, the DM decides (and describes) what the players’ characters encounter in the course of an adventure. The DM is also responsible for the pace of a play
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
way that will make the game fun for everyone. Referee. When it’s not clear what ought to happen next, the DM decides how to apply the rules. Storyteller. The DM crafts adventures, setting situations in
meet. Director. Like the director of a movie, the DM decides (and describes) what the players’ characters encounter in the course of an adventure. The DM is also responsible for the pace of a play
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
way that will make the game fun for everyone. Referee. When it’s not clear what ought to happen next, the DM decides how to apply the rules. Storyteller. The DM crafts adventures, setting situations in
meet. Director. Like the director of a movie, the DM decides (and describes) what the players’ characters encounter in the course of an adventure. The DM is also responsible for the pace of a play
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
way that will make the game fun for everyone. Referee. When it’s not clear what ought to happen next, the DM decides how to apply the rules. Storyteller. The DM crafts adventures, setting situations in
meet. Director. Like the director of a movie, the DM decides (and describes) what the players’ characters encounter in the course of an adventure. The DM is also responsible for the pace of a play
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
way that will make the game fun for everyone. Referee. When it’s not clear what ought to happen next, the DM decides how to apply the rules. Storyteller. The DM crafts adventures, setting situations in
meet. Director. Like the director of a movie, the DM decides (and describes) what the players’ characters encounter in the course of an adventure. The DM is also responsible for the pace of a play
Monsters
Fizban's Treasury of Dragons
without the boredom. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers
can be convinced to return.
6
A royal heir goes missing while secretly visiting a crystal dragon. The heir’s family, the heir’s friends, and the dragon all want to find the heir, but
Monsters
Fizban's Treasury of Dragons
is learning, but without the boredom. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks
unless the dragon can be convinced to return.
6
A royal heir goes missing while secretly visiting a crystal dragon. The heir’s family, the heir’s friends, and the dragon all want to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
way that will make the game fun for everyone. Referee. When it’s not clear what ought to happen next, the DM decides how to apply the rules. Storyteller. The DM crafts adventures, setting situations in
meet. Director. Like the director of a movie, the DM decides (and describes) what the players’ characters encounter in the course of an adventure. The DM is also responsible for the pace of a play
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
everything. When you encounter something that the rules don’t cover or if you’re unsure how to interpret a rule, the DM decides how to proceed, aiming for a course that brings the most enjoyment to your whole
Ten Rules to Remember 1. The DM Adjudicates the Rules The rules of D&D cover many of the twists and turns that come up in play, but the possibilities are so vast that the rules can’t cover
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
everything. When you encounter something that the rules don’t cover or if you’re unsure how to interpret a rule, the DM decides how to proceed, aiming for a course that brings the most enjoyment to your whole
Ten Rules to Remember 1. The DM Adjudicates the Rules The rules of D&D cover many of the twists and turns that come up in play, but the possibilities are so vast that the rules can’t cover
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
everything. When you encounter something that the rules don’t cover or if you’re unsure how to interpret a rule, the DM decides how to proceed, aiming for a course that brings the most enjoyment to your whole
Ten Rules to Remember 1. The DM Adjudicates the Rules The rules of D&D cover many of the twists and turns that come up in play, but the possibilities are so vast that the rules can’t cover
Backgrounds
Baldur’s Gate: Descent into Avernus
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->Basic Rules (2014)
further. This section defines two optional sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special options you can
choose instead of increasing your ability scores as you gain levels. Your DM decides whether these options are available in a campaign.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
to happen next, the DM decides how to apply the rules and keep the story going. The DM is a roleplayer. The DM plays the monsters in the adventure, choosing their actions and rolling dice for their attacks. The DM also plays all the other people the characters meet, including helpful ones.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
further. This section defines two optional sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special options you can
choose instead of increasing your ability scores as you gain levels. Your DM decides whether these options are available in a campaign.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
go a step further. This chapter defines two optional sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special
options you can choose instead of increasing your ability scores as you gain levels. Your DM decides whether these options are available in a campaign.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
to happen next, the DM decides how to apply the rules and keep the story going. The DM is a roleplayer. The DM plays the monsters in the adventure, choosing their actions and rolling dice for their attacks. The DM also plays all the other people the characters meet, including helpful ones.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
go a step further. This chapter defines two optional sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special
options you can choose instead of increasing your ability scores as you gain levels. Your DM decides whether these options are available in a campaign.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
go a step further. This chapter defines two optional sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special
options you can choose instead of increasing your ability scores as you gain levels. Your DM decides whether these options are available in a campaign.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
to happen next, the DM decides how to apply the rules and keep the story going. The DM is a roleplayer. The DM plays the monsters in the adventure, choosing their actions and rolling dice for their attacks. The DM also plays all the other people the characters meet, including helpful ones.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
further. This section defines two optional sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special options you can
choose instead of increasing your ability scores as you gain levels. Your DM decides whether these options are available in a campaign.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
It’s All Optional Everything in this book is optional. Each group, guided by the DM, decides which of these options, if any, to incorporate into a campaign. You can use some, all, or none of them. We
encourage you to choose the ones that fit best with your campaign’s story and with your group’s style of play. Whatever options you choose to use, this book relies on the rules in the Player’s






