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Returning 35 results for 'been bringing down call rules'.
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Monsters
Quests from the Infinite Staircase
, seeking forbidden rituals he hoped could teach him the secrets of everlasting life.
When the lands of Bakar dried up, the faithful stopped bringing offerings to Amun Sa’s tomb. The threat of
by evil, Nafik now rules over the upper halls of Amun Sa’s pyramid and the priests he sentenced to an exanimate eternity.Necrotic, PoisonBludgeoning, Piercing, and Slashing from Nonmagical AttacksFire
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
also form strong bonds with the elemental powers of Eldraine, allowing the mages to call on forces like the eastern wind or the fiery hearth.
“The high fae are capable of magic that would make
, embodying the natural splendor and danger of the wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must
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
the Knights of the Black Sword, if she needs to call on their talents.
Familiar. Avarice’s familiar throughout the adventure is a squawking raven named Skelm. It uses the raven stat block in
Monsters
Mordenkainen's Fiendish Folio Volume 1
Teleport action.
Call the Void (Costs 3 Actions). Each creature that is not a construct or undead within 30 feet of Ygorl must make a DC 22 Constitution saving throw against the lord of entropy’s
Stone upon Limbo. A powerful being suffused with entropic power, Ygorl delights in the act of unmaking and bringing chaos to any ecosystem it visits. Lesser slaadi follow close behind the lord of
Species
Mordenkainen Presents: Monsters of the Multiverse
Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s
fairy or the harengon in this section, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2
Deep Dragon Wyrmling
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Fizban's Treasury of Dragons
.
5
While the petty squabbles of other creatures bore and irritate me, I might hear out those who demonstrate an appreciation for the finer things in life by bringing me delicacies like clams or
it to the surface world. Lost and confused, the wyrmling has been captured by a group of cruel adventurers.
3
A deep dragon wyrmling whimsically rules over a worshipful group of kobolds, sending
Species
Mordenkainen Presents: Monsters of the Multiverse
they can temporarily enhance their animalistic features by entering a state they call shifting.
Shifters are similar to humans in height and build but are typically more lithe and flexible. Their
race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
1 A halfling dreamlily dealer (an excoriate of House Ghallanda) smooth-talks new customers into sampling her wares. If pressed, she can call in favors from a number of dangerous clients. 2 A judge
known as “the Turnkey” always rules in favor of Boromar Clan members. 3 A halfling pickpocket using alter self to pose as a child of another race plants contraband on people the Boromars are trying to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
prefer to let the DM make a call and continue with the action. If you gloss over a rules issue in play, make a note of it (a good task to delegate to a player) and return to the issue later.
Rules Discussions You might need to set a policy on rules discussions at the table. Some groups don’t mind putting the game on hold while they hash out different interpretations of a rule. Others
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
players are experienced, start the campaign at level 3 instead. (See the Player’s Handbook for rules on starting at higher levels.) Bringing the Party Together During session zero, help the players come
, and discuss house rules, with the goal of ensuring the game is a fun experience for everyone involved. The “Ensuring Fun for All” section in chapter 1 covers some of the most important groundwork you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Divine Assistance Storm-tossed and broken, foundering,
Callaphe cried out to Thassa.
Tritons came swiftly to save her,
bringing her north to the Lindus.
—The Callapheia
The gods are fond of
meddling in mortal affairs, and heroes sometimes call on their gods for aid in times of desperate need. Spells such as divination and commune give characters the opportunity to ask their gods for
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Trepsin the Troll This four-armed troll is a demon-worshiper and a fanatical hunter of big game: nothing pleases him so much as bringing blood and bones back to feed his ambush drakes, or the
call the “Tiamat salute.” In addition, the phrases “All hail Tiamat!” and “They shall rise!” are frequently used pass phrases.
In addition to their signals, cultists often wear a five-colored band or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
make up a tiny percentage of the population, yet even at that they still number in the hundreds. Half-orcs who call Waterdeep home appreciate the acceptance, or at least tolerance, they receive in the
city, whether they were born there, arrived overland from elsewhere on the continent, or entered the city by way of ships bringing trade.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Trepsin the Troll This four-armed troll is a demon-worshiper and a fanatical hunter of big game: nothing pleases him so much as bringing blood and bones back to feed his ambush drakes, or the
call the “Tiamat salute.” In addition, the phrases “All hail Tiamat!” and “They shall rise!” are frequently used pass phrases.
In addition to their signals, cultists often wear a five-colored band or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Fear and Horror The rules for fear and horror can help you sustain an atmosphere of dread in a dark fantasy campaign. Fear When adventurers confront threats they have no hope of overcoming, you can
call for them to make a Wisdom saving throw. Set the DC according to the circumstances. A character who fails the save becomes frightened for 1 minute. The character can repeat the saving throw at the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
void that surrounds each of the worlds of the Material Plane: Chapter 1 contains new material for players, including two backgrounds and six race options. Chapter 2 gives players and DMs rules for
the Rock of Bral, a city built on an asteroid, which you can use as a port of call or a campaign hub. You can situate it anywhere in Wildspace or the Astral Sea.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
rules for the three Market Games appear in the sections that follow. Characters who win a Market Game gain 1 renown with the Dyn Singh Night Market’s vendors (see the “Gaining Renown” section). As
renown, as locals respect their tenacity. If a character wins all three challenges, vendors are impressed and call them reah, which means “coals of the same fire.”
Orc
Legacy
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Species
Volo's Guide to Monsters
hatred of the civilized races of the world and their need to satisfy the demands of their deities, the orcs know that if they fight well and bring glory to their tribe, Gruumsh will call them home to
raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
he hadn’t.
Devotion to Phenax Following Phenax means devoting yourself to a life of trickery and guile. To a champion of Phenax, a life without risk is no life at all. Some rules are meant to be
him look ridiculous or ineffectual through acts such as these: Forthrightly assisting lawgivers in their duties Swearing and then honoring an oath Bringing order in times of chaos Phenax’s Devotee
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
DC 10 Constitution saving throw or gain 1 level of exhaustion. A creature that has a swimming speed can swim all day without penalty and uses the normal forced march rules in the Player’s Handbook. The
, review the rules for underwater combat in the Player’s Handbook. Death Helms a Ghost Ship After the party descends approximately 3,000 feet, the character who has the highest passive Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Elves Skilled in both magic and warfare, the Tel’Quessir — “the People,” as they call themselves — came to Faerûn ages ago, building vast and powerful empires long before the rise of humans. The days
, who developed subraces in the world, elves brought their divisions with them, settling into separate kingdoms by type. Beings of immense power, the first elves explored and settled the world, bringing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
prefer to let the DM make a call and continue playing. If you gloss over a rules issue in play, make a note of it and return to the issue later. Some players like to use the rules to argue against
(with their input), arbitrate the rules, and settle arguments. And when you’re narrating the action of the game, the players should be paying attention. Player Die Rolling Players should roll their dice
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
once stood, bringing with it the return of the Incantifers. Members of the Incanterium siphon magic from items, spells, and those who wield them to lengthen their own lifespans. They believe that by
absorbing magic and mastering its rules, one can rewrite reality. Ring Givers Who Give as Much as They Get Factol: Jeremo the Natterer Headquarters: None Aligned Plane: Ysgard Members: Altruists
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
a cipher. The DM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and
ability check represents the task’s difficulty. The more difficult the task, the higher its DC. The rules provide DCs for certain checks, but the DM ultimately sets them. The Typical Difficulty
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules
of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in chapter 5. Speed Your speed determines how far you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(with their input), arbitrate the rules, and settle arguments. And when you’re narrating the action of the game, the players should be paying attention. Player Die Rolling Players should roll their dice
reroll it? When it lands cocked against a book, do you pull the book away and see where it lands or reroll the die? Work with your players to answer these questions, and record the answers as house rules
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a cipher. The DM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and
ability check represents the task’s difficulty. The more difficult the task, the higher its DC. The rules provide DCs for certain checks, but the DM ultimately sets them. The Typical Difficulty
Compendium
- Sources->Dungeons & Dragons->Divine Contention
first needs to acquire a means of transportation: Characters who played the “Icingdeath and Twinkle” quest can call on either captain to help them. For a cut of 20% of the 8,000 gp reward, the captain
offers the services of his ship and crew. The characters can hire or buy a ship from the shipyards of Neverwinter. Chapter 5 of the Dungeon Master’s Guide contains rules for maritime vessels and a
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
bolsters other troops. Emerald Enclave. Druids and rangers of the Emerald Enclave answer the call to arms by bringing their treant and griffon allies from the forests and mountains of the Sword Coast
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
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
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
turns in Initiative order. Step 3: Describe What Happens After the players describe their characters’ actions, it’s the DM’s job to resolve those actions, guided by the rules and the adventure you’ve
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
land is ruled by Pharaoh Ankhtepot, the immortal intermediary between the mortals and the gods. The pharaoh rules from his pyramid, Pharaoh’s Rest, in the City of the Dead. The people worship a
monuments, tombs, and pyramids of past golden ages litter Har’Akir. These countless tombs are interconnected, forming a vast, semi-hidden underground network called the Labyrinth. Akirran death rituals call
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that call on the forces of nature. Harnessing the
Druid’s level 1 features, which are listed in the Druid Features table. See the multiclassing rules in “Creating a Character” to determine your available spell slots.






