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Returning 35 results for 'before been daily cautious rules'.
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Monsters
Curse of Strahd
or carrying isn’t transformed. It reverts to its humanoid form if it dies.Wereravens are secretive and extraordinarily cautious lycanthropes that trust one another but are wary of just about
, 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
Monsters
Icewind Dale: Rime of the Frostmaiden
charges), or wall of ice (4 charges). The staff regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Staff of Frost"} charges daily at dawn. If its last charge is expended, roll a
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
Orcus
Legacy
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Monsters
Out of the Abyss
charges). The wand regains 1d4 + 3;{"diceNotation":"1d4+3","rollType":"roll","rollAction":"Wand of Orcus"} charges daily at dawn.
While holding the wand, Orcus can use an action to conjure undead
chapter 7, "Treasure” of the Dungeon Master’s Guide.Orcus’s Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3;{"diceNotation":"1d4 + 3", "rollType":"roll", "rollAction":"Charges regained"} charges daily at dawn:
At
Dungeon Master’s Guide.Orcus’s Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
3rd level, but lower-level characters can survive if they’re cautious and rest often. Before running this location, review the underwater combat rules in the Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
3rd level, but lower-level characters can survive if they’re cautious and rest often. Before running this location, review the underwater combat rules in the Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
3rd level, but lower-level characters can survive if they’re cautious and rest often. Before running this location, review the underwater combat rules in the Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
forthright and honest to a fault. Norbus is gruff and excessively cautious. They banter like an old married couple. Each dwarf has ten days of rations, a waterskin, mining tools, and one of two matching
.
Dust and Debris. The temple is choked with dusty rubble. Rubble-filled squares are difficult terrain (see the Basic Rules).
Light. There are no light sources in the temple, since the dwarf priests of Abbathor relied on darkvision to see.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
forthright and honest to a fault. Norbus is gruff and excessively cautious. They banter like an old married couple. Each dwarf has ten days of rations, a waterskin, mining tools, and one of two matching
.
Dust and Debris. The temple is choked with dusty rubble. Rubble-filled squares are difficult terrain (see the Basic Rules).
Light. There are no light sources in the temple, since the dwarf priests of Abbathor relied on darkvision to see.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
rules: In 1 minute, you can move a number of feet equal to your speed times 10. In 1 hour, you can move a number of miles equal to your speed divided by 10. For daily travel, multiply your hourly
Special Travel Pace The rules on travel pace in the Player’s Handbook assume that a group of travelers adopts a pace that, over time, is unaffected by the individual members’ walking speeds. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
rules: In 1 minute, you can move a number of feet equal to your speed times 10. In 1 hour, you can move a number of miles equal to your speed divided by 10. For daily travel, multiply your hourly
Special Travel Pace The rules on travel pace in the Player’s Handbook assume that a group of travelers adopts a pace that, over time, is unaffected by the individual members’ walking speeds. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
rules: In 1 minute, you can move a number of feet equal to your speed times 10. In 1 hour, you can move a number of miles equal to your speed divided by 10. For daily travel, multiply your hourly
Special Travel Pace The rules on travel pace in the Player’s Handbook assume that a group of travelers adopts a pace that, over time, is unaffected by the individual members’ walking speeds. The
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
forthright and honest to a fault. Norbus is gruff and excessively cautious. They banter like an old married couple. Each dwarf has ten days of rations, a waterskin, mining tools, and one of two matching
.
Dust and Debris. The temple is choked with dusty rubble. Rubble-filled squares are difficult terrain (see the Basic Rules).
Light. There are no light sources in the temple, since the dwarf priests of Abbathor relied on darkvision to see.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
effectively. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9. Loading. Because of the time required
has unusual rules governing its use, explained in the weapon’s description (see "Special Weapons" later in this section). Thrown. If a weapon has the thrown property, you can throw the weapon to make a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
effectively. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9. Loading. Because of the time required
has unusual rules governing its use, explained in the weapon’s description (see "Special Weapons" later in this section). Thrown. If a weapon has the thrown property, you can throw the weapon to make a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
into daily life. Magic is used for entertainment, transportation, communication, warfare, and much more. While magic is widespread, there are limits to is power. You can book passage on an airship or
Healing, while only someone with House Lyrandar’s Mark of Storms can pilot an airship. Chapter 3 provides more details about dragonmarks and the dragonmarked houses, along with rules for creating
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
into daily life. Magic is used for entertainment, transportation, communication, warfare, and much more. While magic is widespread, there are limits to is power. You can book passage on an airship or
Healing, while only someone with House Lyrandar’s Mark of Storms can pilot an airship. Chapter 3 provides more details about dragonmarks and the dragonmarked houses, along with rules for creating
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
into daily life. Magic is used for entertainment, transportation, communication, warfare, and much more. While magic is widespread, there are limits to is power. You can book passage on an airship or
Healing, while only someone with House Lyrandar’s Mark of Storms can pilot an airship. Chapter 3 provides more details about dragonmarks and the dragonmarked houses, along with rules for creating
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Wereraven Wereravens are secretive, cautious lycanthropes that seek to blend into society and subtly oppose evil. As avowed foes of malevolent beings, wereravens are stalked by wicked forces. Knowing
Lycanthropy The lycanthropes entry in the Monster Manual has rules for characters afflicted with different forms of lycanthropy. The following text applies to wereraven characters specifically. A
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Wereraven Wereravens are secretive, cautious lycanthropes that seek to blend into society and subtly oppose evil. As avowed foes of malevolent beings, wereravens are stalked by wicked forces. Knowing
Lycanthropy The lycanthropes entry in the Monster Manual has rules for characters afflicted with different forms of lycanthropy. The following text applies to wereraven characters specifically. A
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
effectively. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9. Loading. Because of the time required
has unusual rules governing its use, explained in the weapon’s description (see "Special Weapons" later in this section). Thrown. If a weapon has the thrown property, you can throw the weapon to make a
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
flora and fauna or on how to use the Tracking rules (see Heliana’s Guide to Monster Hunting: Part 1)to find the monster. Know Thy Enemy. Clues about the monster that, if discovered by the player
hunts’ boss fights are designed to use a party’s entire resources for a day’s adventuring, which exceeds the daily XP budget at higher levels. Average Daily XP Budget per Hunt Level Daily XP Budget
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
(rank 8), erinyes (rank 9), ice devils and narzugons (rank 10), and amnizus and pit fiends (rank 11). Lesser devils deal with these leaders on a daily basis. Ice devils are combat commanders
all. Rules for Everything Devils are evil schemers by nature, but they must operate within the bounds of the Nine Hells’ intricate legal code. A devil’s attitude toward the law is in part driven by its
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
(rank 8), erinyes (rank 9), ice devils and narzugons (rank 10), and amnizus and pit fiends (rank 11). Lesser devils deal with these leaders on a daily basis. Ice devils are combat commanders
all. Rules for Everything Devils are evil schemers by nature, but they must operate within the bounds of the Nine Hells’ intricate legal code. A devil’s attitude toward the law is in part driven by its
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
(rank 8), erinyes (rank 9), ice devils and narzugons (rank 10), and amnizus and pit fiends (rank 11). Lesser devils deal with these leaders on a daily basis. Ice devils are combat commanders
all. Rules for Everything Devils are evil schemers by nature, but they must operate within the bounds of the Nine Hells’ intricate legal code. A devil’s attitude toward the law is in part driven by its
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Wereraven Wereravens are secretive, cautious lycanthropes that seek to blend into society and subtly oppose evil. As avowed foes of malevolent beings, wereravens are stalked by wicked forces. Knowing
Lycanthropy The lycanthropes entry in the Monster Manual has rules for characters afflicted with different forms of lycanthropy. The following text applies to wereraven characters specifically. A
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Poison, magic, or anything else that would directly interfere with beast or rider is strictly forbidden—though over the years we’ve certainly seen imaginative attempts to stretch the rules!
Dura
events. The Race of Eight Winds occurs once a year. Other events take place on a daily, weekly, or monthly schedule. For instance, shifters hold informal hrazhak competitions every night in Lower
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Poison, magic, or anything else that would directly interfere with beast or rider is strictly forbidden—though over the years we’ve certainly seen imaginative attempts to stretch the rules!
Dura
events. The Race of Eight Winds occurs once a year. Other events take place on a daily, weekly, or monthly schedule. For instance, shifters hold informal hrazhak competitions every night in Lower
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Poison, magic, or anything else that would directly interfere with beast or rider is strictly forbidden—though over the years we’ve certainly seen imaginative attempts to stretch the rules!
Dura
events. The Race of Eight Winds occurs once a year. Other events take place on a daily, weekly, or monthly schedule. For instance, shifters hold informal hrazhak competitions every night in Lower
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
all are cautious when entering areas with elevated ruins. The home ground of the Slizt clan is the Husk, an area at the center of a vast rubblebelt featuring many large, ancient structures that have
to the smaller races. Its members are all enormous, lumbering brutes, primarily cyclopes, ogres, and giants. The clan’s leadership changes frequently — sometimes daily, since battles for supremacy are
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
the castellan and citizens of the keep.
Cautious. When presented with a choice, Elandra typically prefers the option with the least amount of risk.
Complainer. Nothing is ever good enough for
Castellan The keep’s noble castellan, a human man named Winvarle, holds court daily in the great hall. A keen strategist, Winvarle casts his vigilant gaze toward the Caves of Chaos, where rumors of a
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
the castellan and citizens of the keep.
Cautious. When presented with a choice, Elandra typically prefers the option with the least amount of risk.
Complainer. Nothing is ever good enough for
Castellan The keep’s noble castellan, a human man named Winvarle, holds court daily in the great hall. A keen strategist, Winvarle casts his vigilant gaze toward the Caves of Chaos, where rumors of a
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
all are cautious when entering areas with elevated ruins. The home ground of the Slizt clan is the Husk, an area at the center of a vast rubblebelt featuring many large, ancient structures that have
to the smaller races. Its members are all enormous, lumbering brutes, primarily cyclopes, ogres, and giants. The clan’s leadership changes frequently — sometimes daily, since battles for supremacy are
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
the castellan and citizens of the keep.
Cautious. When presented with a choice, Elandra typically prefers the option with the least amount of risk.
Complainer. Nothing is ever good enough for
Castellan The keep’s noble castellan, a human man named Winvarle, holds court daily in the great hall. A keen strategist, Winvarle casts his vigilant gaze toward the Caves of Chaos, where rumors of a
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
all are cautious when entering areas with elevated ruins. The home ground of the Slizt clan is the Husk, an area at the center of a vast rubblebelt featuring many large, ancient structures that have
to the smaller races. Its members are all enormous, lumbering brutes, primarily cyclopes, ogres, and giants. The clan’s leadership changes frequently — sometimes daily, since battles for supremacy are