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Returning 35 results for 'before been depending certain round'.
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Spells
Player’s Handbook
, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when
. The spirit makes a number of Slam attacks equal to half this spell’s level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 4 + the spell
Spells
Player’s Handbook
determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature
make an ability check.
Actions
Multiattack. The insect makes a number of attacks equal to half this spell’s level (round down).
Poison Jab. Melee Attack Roll: Bonus equals your spell attack
Spells
Player’s Handbook
, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The
Psychic damage.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (round down).
Claw (Slaad Only). Melee Attack Roll: Bonus equals your spell attack
Spells
Player’s Handbook
, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit
to half this spell’s level (round down).
Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the spell’s level Piercing damage.
Spells
Player’s Handbook
Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies
a number of attacks equal to half this spell’s level (round down).
Radiant Bow (Avenger Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 600 ft. Hit: 2d6 + 2 + the
Spells
Player’s Handbook
, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when
Multiattack. The spirit makes a number of Slam attacks equal to half this spell’s level (round down).
Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 4 + the
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
number of Fey Blade attacks equal to half this spell’s level (round down).
Fey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spell’s level
Spells
Player’s Handbook
: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or
space and takes 1d10 Force damage for every 5 feet traveled.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (round down).
Deathly Touch (Ghostly Only
Spells
Player’s Handbook
. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is
makes a number of attacks equal to half this spell’s level (round down).
Bite (Demon Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d12 + 3 + the spell
Red Slaad (control gem variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
point.
Control Gem. Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.
Certain spells can be used to
the host's chest in 1 round, killing the host in the process.
If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated.As a slaad emerges from the Spawning Stone, the
Monsters
Mordenkainen's Fiendish Folio Volume 1
monsters fall upon them.
Strange Escort. Certain Underdark explorers—judged inventive by some and lunatics by others—have learned to travel among the dire corbies. After blocking their ears to
old pathways become impassable or a flock sustains heavy losses in a particular area, dire corbies will sometimes chart a new migratory course. Depending on their new route, a mob of these creatures
Fighter
Legacy
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Classes
Basic Rules (2014)
skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery
these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should
Magic Items
Princes of the Apocalypse
effect. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10
of heavy rain, rising 10 feet above its banks and inundating the surrounding area. The flood advances at a rate of 100 feet per round, moving away from the body of water where it began until it
Monsters
Fizban's Treasury of Dragons
are the most common materials they use in the construction of a lair, crystal and other precious minerals feature prominently in certain areas. In this way, crystal dragons’ hoards literally
dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Ice
Monsters
Fizban's Treasury of Dragons
certain areas. In this way, crystal dragons’ hoards literally become the fabric of their homes.
Crystal Dragon Lair Features
The crystal dragon lair shown in map 5.7 is the home of a dragon who
must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
to inspire and strengthen the side of good or to rescue heroes from certain death.
Ki-rins are attracted to the worship of deities of courage, loyalty, selflessness, and truth, as well as to the
lair, winds buoy creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Aberrations, Fiends, and Undead don
Monsters
Fizban's Treasury of Dragons
negotiate an end to the restriction.
4
An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks
the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to
Monsters
Fizban's Treasury of Dragons
restriction.
4
An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back.
5
count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Imprisoning Force. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Preparing a Session The more you prepare before your game, the more smoothly the game will go—to a certain point. To avoid being either under- or overprepared, use the one-hour guideline below and prioritize what to prepare depending on the time you have available.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, roll a d6 and divide the number rolled by 2 (round up). To simulate the roll of 1d2, roll any die and assign a 1 or 2 to the roll depending on whether it was odd or even. (Alternatively, if the number rolled is more than half the number of sides on the die, it’s a 2.)
from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100. When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Mind Sliver Enchantment cantrip Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You drive a disorienting spike of psychic energy into the mind of one creature you can see within
increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). Mind Sliver
Magic Items
The Wild Beyond the Witchlight
—eight of each animal. In either form, the cauldron is roughly 3 feet in diameter and has a 2-foot-wide mouth, a round lid with a molded handle at the top, and eight clawed feet for stability. The
dissipates quickly. At the same time, all Humanoid creatures within a certain radius of the cauldron fall unconscious for 1 hour, except those that are attuned to the cauldron or immune to being charmed. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
sell it at its normal price. Tools This chapter’s “Tools” section lists which tools are required to make certain items. The DM assigns required tools for items not listed there. You must use the
cost (round down). For example, you need 750 GP of raw materials to make Plate Armor, which sells for 1,500 GP. The DM determines whether appropriate raw materials are available. Time To determine how
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
disarmed permanently. Depending on the haunted trap’s origins, certain spells might also affect the trap. For example, a haunted trap with a fiendish origin might be permanently disarmed by the spell
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
resulting eldritch balm is used to magically treat and strengthen objects, from storage trunks to cooking vats to stage props and more. The balm’s effects differ depending on the objects treated, but
it typically provides resistance to certain types of damage or other protections useful on a campus where magic often goes awry. Unknown to anyone on campus, Sedgemoor’s waters were recently corrupted
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Booming Blade Evocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: 1 round You brandish the weapon used in the spell’s
start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
sell it at its normal price. Tools This chapter’s “Tools” section lists which tools are required to make certain items. The DM assigns required tools for items not listed there. You must use the
cost (round down). For example, you need 750 GP of raw materials to make Plate Armor, which sells for 1,500 GP. The DM determines whether appropriate raw materials are available. Time To determine how
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
be used a certain number of times, and then the creature must finish a long rest to regain expended uses. For example, “1/Day” means a special ability can be used once, and then the creature must
round of combat. At the start of each of the creature’s turns, roll a d6. If the roll is one of the numbers in the recharge notation, the creature regains the use of that special ability. The ability
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Preparing a Session The more you prepare before your game, the more smoothly the game will go—to a certain point. To avoid being either under- or overprepared, use the one-hour guideline below and
prioritize what to prepare depending on the time you have available.
The One-Hour Guideline A D&D game session usually starts with some out-of-game chatter as everyone settles down to play. Once the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
can be used a certain number of times and that a creature must finish a long rest to regain expended uses. Recharge X–Y. The notation “Recharge X–Y” means a creature can use a special ability once and
that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the creature’s turns, roll a d6. If the roll is one of the numbers in the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the northwest or south side of the map, depending on their path from the Thornapple to the pier. The guards and Azra Nir cluster around the crashed carriage, while Kala starts on the side of the map
farthest from the characters. Map 5.1: parade routeView Player Version Azra Nir. Azra uses the acolyte stat block and is surprised during the first round of combat. He seeks only to escape the chaos
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
) and the armory (area R10). The route is marked in yellow on the players’ map of Revel’s End. It normally takes 4 minutes for a patrol to make its round and return to its post. When one or more
characters encounter a patrol. Ask the players how their characters react, and give them 1 round of actions. The characters can try to slip away if there is a nearby exit or corner to duck around by making a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
) and the armory (area R10). The route is marked in yellow on the players’ map of Revel’s End. It normally takes 4 minutes for a patrol to make its round and return to its post. When one or more
characters encounter a patrol. Ask the players how their characters react, and give them 1 round of actions. The characters can try to slip away if there is a nearby exit or corner to duck around by making a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Speed Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of
vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
checks are called for in different situations, depending on which ability is most relevant. See the Ability Check Examples table for examples of each check’s use. Ability Check Examples Ability Make
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






