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Returning 35 results for 'before being divide could range'.
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Spells
Player’s Handbook
You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell’s recipients.
Monsters
Strixhaven: A Curriculum of Chaos
studies and travel the world to see history made before their eyes. Their magic can range from spells tampering with the flow of time itself to concussive blasts that break through old ruins—to
course of history. Scholars of this broad mystical study divide between those who see history as an unpredictable jumble of chance and those who believe events form a perfect—and predictable—pattern.
Monsters
Strixhaven: A Curriculum of Chaos
many Lorehold students bury themselves in old tomes, others take a more cavalier approach to their studies and travel the world to see history made before their eyes. Their magic can range from spells
Lorehold College draw their magical might from the flow of time and fate and the way those forces shape the course of history. Scholars of this broad mystical study divide between those who see history as
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
can divide 500 hit points among, each undead having average hit points. The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands
to a range of 120 feet.
The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.
Personality. The wand’s purpose is to help satisfy Orcus
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Power Word Fortify Level 7 Enchantment (Bard, Cleric) Casting Time: Action
Range: 60 feet
Components: V
Duration: Instantaneous
You fortify up to six creatures you can see within range. The spell bestows 120 Temporary Hit Points, which you divide among the spell’s recipients.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of
28-29 +9 30 +10 To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down). Because ability modifiers affect almost
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of
28-29 +9 30 +10 To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down). Because ability modifiers affect almost
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of
28-29 +9 30 +10 To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down). Because ability modifiers affect almost
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Karontor’s Hold Magic The Far Realm intrusion flowing from the well in Karontor’s Hold twists space and time in and around the keep to a range of 6 miles. The enclave has the following properties
creature uses it, or if it tries to harness the well again. While this psychic gift is available, the creature also gains telepathy to a range of 30 feet (as described in the Monster Manual). Once a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Karontor’s Hold Magic The Far Realm intrusion flowing from the well in Karontor’s Hold twists space and time in and around the keep to a range of 6 miles. The enclave has the following properties
creature uses it, or if it tries to harness the well again. While this psychic gift is available, the creature also gains telepathy to a range of 30 feet (as described in the Monster Manual). Once a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Karontor’s Hold Magic The Far Realm intrusion flowing from the well in Karontor’s Hold twists space and time in and around the keep to a range of 6 miles. The enclave has the following properties
creature uses it, or if it tries to harness the well again. While this psychic gift is available, the creature also gains telepathy to a range of 30 feet (as described in the Monster Manual). Once a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
takes damage or the rider dismounts.
The castle is easily spotted, day or night, out to a range of five miles. The wyverns are faster than the castle in flight, and they can catch up to it
under the Cult of the Dragon’s nose, divide 4,000 XP evenly among the characters—more than what they would receive for slaying the wyverns.
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
attack, provided the target is within the original attack’s reach or range for each minion. Make a single attack roll for the group attack. It counts as one attack. A group attack roll gains a +1
disadvantage on the attack roll. Otherwise, the attack is made without advantage or disadvantage. Cover and Concealment If a target has cover or concealment from some but not all minions, the GM should divide
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
takes damage or the rider dismounts.
The castle is easily spotted, day or night, out to a range of five miles. The wyverns are faster than the castle in flight, and they can catch up to it
under the Cult of the Dragon’s nose, divide 4,000 XP evenly among the characters—more than what they would receive for slaying the wyverns.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
damage or the rider dismounts.
The castle is easily spotted, day or night, out to a range of five miles. The wyverns are faster than the castle in flight, and they can catch up to it
under the Cult of the Dragon’s nose, divide 4,000 XP evenly among the characters — more than what they would receive for slaying the wyverns.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
damage or the rider dismounts.
The castle is easily spotted, day or night, out to a range of five miles. The wyverns are faster than the castle in flight, and they can catch up to it
under the Cult of the Dragon’s nose, divide 4,000 XP evenly among the characters — more than what they would receive for slaying the wyverns.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
takes damage or the rider dismounts.
The castle is easily spotted, day or night, out to a range of five miles. The wyverns are faster than the castle in flight, and they can catch up to it
under the Cult of the Dragon’s nose, divide 4,000 XP evenly among the characters—more than what they would receive for slaying the wyverns.
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
attack, provided the target is within the original attack’s reach or range for each minion. Make a single attack roll for the group attack. It counts as one attack. A group attack roll gains a +1
disadvantage on the attack roll. Otherwise, the attack is made without advantage or disadvantage. Cover and Concealment If a target has cover or concealment from some but not all minions, the GM should divide
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
attack, provided the target is within the original attack’s reach or range for each minion. Make a single attack roll for the group attack. It counts as one attack. A group attack roll gains a +1
disadvantage on the attack roll. Otherwise, the attack is made without advantage or disadvantage. Cover and Concealment If a target has cover or concealment from some but not all minions, the GM should divide
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
damage or the rider dismounts.
The castle is easily spotted, day or night, out to a range of five miles. The wyverns are faster than the castle in flight, and they can catch up to it
under the Cult of the Dragon’s nose, divide 4,000 XP evenly among the characters — more than what they would receive for slaying the wyverns.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item’s selling cost. To determine how many workweeks it takes to create an item, divide its
time, as long as the work in progress is stored in a safe location. Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item’s selling cost. To determine how many workweeks it takes to create an item, divide its
time, as long as the work in progress is stored in a safe location. Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item’s selling cost. To determine how many workweeks it takes to create an item, divide its
time, as long as the work in progress is stored in a safe location. Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
that minute wins the game. To determine how many spheres a character lands in the bucket, have the character make a Dexterity (Arcana) check and divide the total by 3 (round down). If two or more
first-year students compete to win. He also secretly hopes that sponsoring the game might win him more friends on campus. Bow’s End Tavern caters to a wide range of tastes and dietary needs
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
that minute wins the game. To determine how many spheres a character lands in the bucket, have the character make a Dexterity (Arcana) check and divide the total by 3 (round down). If two or more
first-year students compete to win. He also secretly hopes that sponsoring the game might win him more friends on campus. Bow’s End Tavern caters to a wide range of tastes and dietary needs
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
that minute wins the game. To determine how many spheres a character lands in the bucket, have the character make a Dexterity (Arcana) check and divide the total by 3 (round down). If two or more
first-year students compete to win. He also secretly hopes that sponsoring the game might win him more friends on campus. Bow’s End Tavern caters to a wide range of tastes and dietary needs
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the centaurs who make the High Forest their home, claiming the plateaus near the head of the Unicorn Run. For decades, the centaurs have been growing in number, enough so that they may soon divide
wood. Within the depths of the forest is an entire mountain range known as the Star Mounts. Constant strong winds keep weaker flying creatures from approaching the peaks of the mountains, with the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the centaurs who make the High Forest their home, claiming the plateaus near the head of the Unicorn Run. For decades, the centaurs have been growing in number, enough so that they may soon divide
wood. Within the depths of the forest is an entire mountain range known as the Star Mounts. Constant strong winds keep weaker flying creatures from approaching the peaks of the mountains, with the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the centaurs who make the High Forest their home, claiming the plateaus near the head of the Unicorn Run. For decades, the centaurs have been growing in number, enough so that they may soon divide
wood. Within the depths of the forest is an entire mountain range known as the Star Mounts. Constant strong winds keep weaker flying creatures from approaching the peaks of the mountains, with the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
characters attacking from range and attacks opponents in melee at random, including the duergar. Both the giant and the guards fight until they drop to 0 hit points. Development Without the characters’ help
on the check.
XP Awards Divide 1,740 XP equally among the characters if they cooperate with the guards to defeat the two-headed stone giant.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
characters attacking from range and attacks opponents in melee at random, including the duergar. Both the giant and the guards fight until they drop to 0 hit points. Development Without the characters’ help
on the check.
XP Awards Divide 1,740 XP equally among the characters if they cooperate with the guards to defeat the two-headed stone giant.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (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
scores. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as
Compendium
- Sources->Dungeons & Dragons->Basic Rules (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
scores. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as
Compendium
- Sources->Dungeons & Dragons->Basic Rules (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
scores. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
characters attacking from range and attacks opponents in melee at random, including the duergar. Both the giant and the guards fight until they drop to 0 hit points. Development Without the characters’ help
on the check.
XP Awards Divide 1,740 XP equally among the characters if they cooperate with the guards to defeat the two-headed stone giant.