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Returning 35 results for 'been broader diffusing corners rule'.
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Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Optional Rule: Firearm Proficiency The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Optional Rule: Firearm Proficiency The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Optional Rule: Firearm Proficiency The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the target (such as when the target is behind an arrow slit), the target has three-quarters cover. On hexes, use the same procedure as a grid, drawing lines between the corners of the hexagons. The
target has half cover if up to three lines are blocked by an obstacle, and three-quarters cover if four or more lines are blocked but the attack can still reach the target. Optional Rule: Flanking If
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the target (such as when the target is behind an arrow slit), the target has three-quarters cover. On hexes, use the same procedure as a grid, drawing lines between the corners of the hexagons. The
target has half cover if up to three lines are blocked by an obstacle, and three-quarters cover if four or more lines are blocked but the attack can still reach the target. Optional Rule: Flanking If
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the target (such as when the target is behind an arrow slit), the target has three-quarters cover. On hexes, use the same procedure as a grid, drawing lines between the corners of the hexagons. The
target has half cover if up to three lines are blocked by an obstacle, and three-quarters cover if four or more lines are blocked but the attack can still reach the target. Optional Rule: Flanking If
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
equipment. Optional Rule: Firearm Proficiency The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
equipment. Optional Rule: Firearm Proficiency The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
equipment. Optional Rule: Firearm Proficiency The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s Guide provides guidance on using a more realistic approach.)
If
enter a square of difficult terrain.
Corners. Diagonal movement can’t cross the corner of a wall, large tree, or other terrain feature that fills its space.
Ranges. To determine the range on a grid
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s Guide provides guidance on using a more realistic approach.)
If
enter a square of difficult terrain.
Corners. Diagonal movement can’t cross the corner of a wall, large tree, or other terrain feature that fills its space.
Ranges. To determine the range on a grid
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s Guide provides guidance on using a more realistic approach.)
If
enter a square of difficult terrain.
Corners. Diagonal movement can’t cross the corner of a wall, large tree, or other terrain feature that fills its space.
Ranges. To determine the range on a grid
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Three-Quarters Cover. On hexes, use the same procedure as above, drawing lines between the corners of the hexagons. The target has Half Cover if one, two, or three lines are blocked by an obstacle, and
measuring range on a grid of squares: count every square as 5 feet, even if the creature is moving or counting diagonally. While fast in play, this rule breaks the laws of geometry. If you want more
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Three-Quarters Cover. On hexes, use the same procedure as above, drawing lines between the corners of the hexagons. The target has Half Cover if one, two, or three lines are blocked by an obstacle, and
measuring range on a grid of squares: count every square as 5 feet, even if the creature is moving or counting diagonally. While fast in play, this rule breaks the laws of geometry. If you want more
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Three-Quarters Cover. On hexes, use the same procedure as above, drawing lines between the corners of the hexagons. The target has Half Cover if one, two, or three lines are blocked by an obstacle, and
measuring range on a grid of squares: count every square as 5 feet, even if the creature is moving or counting diagonally. While fast in play, this rule breaks the laws of geometry. If you want more
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
worldly, and they decry the isolationist and xenophobic attitudes of some dwarves. Mierren dwarves demonstrate their own broader attitudes by being the diplomatic traders and power brokers in trademoots
, rather than being hidden away. Semiprecious stones line many of the streets in Mirabar, and gorgeous inlays mark important corners and intersections, some so new that one can still smell the jeweler’s
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
worldly, and they decry the isolationist and xenophobic attitudes of some dwarves. Mierren dwarves demonstrate their own broader attitudes by being the diplomatic traders and power brokers in trademoots
, rather than being hidden away. Semiprecious stones line many of the streets in Mirabar, and gorgeous inlays mark important corners and intersections, some so new that one can still smell the jeweler’s
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
worldly, and they decry the isolationist and xenophobic attitudes of some dwarves. Mierren dwarves demonstrate their own broader attitudes by being the diplomatic traders and power brokers in trademoots
, rather than being hidden away. Semiprecious stones line many of the streets in Mirabar, and gorgeous inlays mark important corners and intersections, some so new that one can still smell the jeweler’s
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
least 1 square of movement left, even if the square is diagonally adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s
example, you must have at least 2 squares of movement left to enter a square of difficult terrain.
Corners. Diagonal movement can’t cross the corner of a wall, large tree, or other terrain feature
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
something in return, such as fresh milk or some other tasty treat. (“It’s the rule of recip—… recip—… give-and-get,” he says.) Boggles. Three boggles (see appendix C) lurk in the shadows, intending to play
corners, or molten tin from the smelting pot splashes on the floor nearby. A character can use an action to try to detect hidden creatures, spotting all three boggles with a successful DC 16 Wisdom
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
General Features The work carried out by the sahuagin and their slaves on the fortress interior shows expert craftsmanship. The rock is clean and dressed; all surfaces are smooth, all corners are
face of defeat and find reinforcements, they might instead press the attack.
As an optional rule to reflect this ferocity, a sahuagin that comes within 30 feet of a hostile creature that doesn’t have
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
something in return, such as fresh milk or some other tasty treat. (“It’s the rule of recip—… recip—… give-and-get,” he says.) Boggles. Three boggles (see appendix C) lurk in the shadows, intending to play
corners, or molten tin from the smelting pot splashes on the floor nearby. A character can use an action to try to detect hidden creatures, spotting all three boggles with a successful DC 16 Wisdom
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
least 1 square of movement left, even if the square is diagonally adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s
example, you must have at least 2 squares of movement left to enter a square of difficult terrain.
Corners. Diagonal movement can’t cross the corner of a wall, large tree, or other terrain feature
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
General Features The work carried out by the sahuagin and their slaves on the fortress interior shows expert craftsmanship. The rock is clean and dressed; all surfaces are smooth, all corners are
face of defeat and find reinforcements, they might instead press the attack.
As an optional rule to reflect this ferocity, a sahuagin that comes within 30 feet of a hostile creature that doesn’t have
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
General Features The work carried out by the sahuagin and their slaves on the fortress interior shows expert craftsmanship. The rock is clean and dressed; all surfaces are smooth, all corners are
face of defeat and find reinforcements, they might instead press the attack.
As an optional rule to reflect this ferocity, a sahuagin that comes within 30 feet of a hostile creature that doesn’t have
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
least 1 square of movement left, even if the square is diagonally adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s
example, you must have at least 2 squares of movement left to enter a square of difficult terrain.
Corners. Diagonal movement can’t cross the corner of a wall, large tree, or other terrain feature
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
something in return, such as fresh milk or some other tasty treat. (“It’s the rule of recip—… recip—… give-and-get,” he says.) Boggles. Three boggles (see appendix C) lurk in the shadows, intending to play
corners, or molten tin from the smelting pot splashes on the floor nearby. A character can use an action to try to detect hidden creatures, spotting all three boggles with a successful DC 16 Wisdom
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
serves as an adviser and mediator to scattered groups of giants, traveling extensively to visit far-flung communities. In some places, priests of Annam are great kings who rule over realms comprising
rule like tyrants. Priests and Rites. Good-aligned giants who appreciate her ideals pray to Iallanis for peace, unity, and mercy. Her priests often officiate weddings among giants, even evil ones
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
serves as an adviser and mediator to scattered groups of giants, traveling extensively to visit far-flung communities. In some places, priests of Annam are great kings who rule over realms comprising
rule like tyrants. Priests and Rites. Good-aligned giants who appreciate her ideals pray to Iallanis for peace, unity, and mercy. Her priests often officiate weddings among giants, even evil ones
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
serves as an adviser and mediator to scattered groups of giants, traveling extensively to visit far-flung communities. In some places, priests of Annam are great kings who rule over realms comprising
rule like tyrants. Priests and Rites. Good-aligned giants who appreciate her ideals pray to Iallanis for peace, unity, and mercy. Her priests often officiate weddings among giants, even evil ones
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Tyr’s faith in the previous center of his operations — is only further proof, to some, that Neverember deserves to rule Neverwinter. As yet, Castle Never remains a dangerous ruin, but Neverember has
additional employment clearing out dangerous corners of the city and escorting the ever more numerous caravans up and down the High Road. It is the Lord Protector’s hope that, with commerce and income both on
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Tyr’s faith in the previous center of his operations — is only further proof, to some, that Neverember deserves to rule Neverwinter. As yet, Castle Never remains a dangerous ruin, but Neverember has
additional employment clearing out dangerous corners of the city and escorting the ever more numerous caravans up and down the High Road. It is the Lord Protector’s hope that, with commerce and income both on
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Tyr’s faith in the previous center of his operations — is only further proof, to some, that Neverember deserves to rule Neverwinter. As yet, Castle Never remains a dangerous ruin, but Neverember has
additional employment clearing out dangerous corners of the city and escorting the ever more numerous caravans up and down the High Road. It is the Lord Protector’s hope that, with commerce and income both on
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
ancient empires. The regalia of their terrible rule still adorns their linen-wrapped bodies, their moldering robes stitched with evil symbols and bronze armor etched with devices of dynasties that fell a
of the mummy lord, including ones behind barriers and around corners, can’t regain hit points until the end of the mummy lord’s next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Unseelie court is called the Gloaming Court. Both courts stretch to the far corners of the Feywild, so their representatives can be encountered almost anywhere on this plane of existence. The Summer Court
and chatter within the Feywild is fueled by the intrigue and drama between the two queens that rule the courts. Titania, the Summer Queen, is the regal and charismatic ruler of the Summer Court. Her






