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Returning 35 results for 'before bit decide changes related'.
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Spells
Player’s Handbook
A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, and it is equipped with a saddle, bit
Phantom Steed
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
cold.
Eladrin
Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are
ruled by emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament. Eladrin have spent centuries in the Feywild, and most of them have become Fey
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Eladrin
Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by
emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament. Eladrin have spent centuries in the Feywild, and most of them have become Fey
Monsters
Mordenkainen Presents: Monsters of the Multiverse
astonishing quickness and strike with terrible force.
Eladrin
Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves
can temper their wild impulses, eladrin are ruled by emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament. Eladrin have spent centuries in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
splendor of the Feywild. They are related to the elves found on the Material Plane. But while other elves can temper their wild impulses, eladrin are ruled by emotion—and due to their magical nature
, they undergo physical changes to match their changes in temperament. Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a result—those presented here are
Half-Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
fierceness, and his wits. Human ancestry was no blemish against a warrior—provided he was every bit as strong, enduring, and bloodthirsty as his full-blooded kin. Half-orcs who were weaker than their
orc comrades didn’t last long among the Bloody Skulls or any other orc tribe for that matter. But it was often true that a bit of human blood gave a warrior just the right mix of cunning
Classes
Tasha’s Cauldron of Everything
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Classes
Tasha’s Cauldron of Everything
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Axe of the Dwarvish Lords
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
to poison damage.
The range of your darkvision increases by 60 feet.
You gain proficiency with artisan’s tools related to blacksmithing, brewing, and stonemasonry.
Conjure Earth Elemental
the creature neither loses its racial traits nor gains the racial traits of a dwarf. The physical changes wrought by the axe aren’t considered magical in nature (and therefore can’t be
Sorcerer
Legacy
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Classes
Basic Rules (2014)
unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with
;ll choose an origin that ties to a draconic bloodline or the influence of wild magic, but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant
Backgrounds
Sword Coast Adventurer's Guide
your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret
inheritor.
Your bond might be directly related to your inheritance, or to the person from whom you received it. Your ideal might be influenced by what you know about your inheritance, or by what you
Backgrounds
Guildmasters’ Guide to Ravnica
I cherish a leaf from Vitu-Ghazi that changes color with the seasons, even though it is no longer attached to the tree.
6
Every member of the conclave is my kin, and I would fight for any one
Selesnya contact; you can decide if the contact is an ally or a rival.
10
I have a sibling in the Simic Combine, and we argue every time we see each other.
Backgrounds
Guildmasters’ Guide to Ravnica
best at everything in my legal training, and now I work with the person who was always just a little bit better.
6
A good friend was promoted into work they can’t tell me about.
7
I
complimented me on my work.
Non-Azorius Contacts
d10
Contact
1
Roll an additional Azorius contact; you can decide if the contact is an ally or a rival.
2
The person who
Backgrounds
Guildmasters’ Guide to Ravnica
.
3
I’m eager to explain every detail of my most intricate experiments and theories to anyone who shows the least bit of interest.
4
I assume that everyone needs even the most basic
make a nice sideshow act.
9
I left the Selesnya — and a lover — behind when I joined the Simic.
10
Roll an additional Simic contact; you can decide if the contact is an ally or a rival.
Paladin
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
. Although the class features related to your oath don’t appear until you reach 3rd level, plan ahead for that choice by reading the oath descriptions at the end of the class. Are you a devoted
while you were at prayer? Did another paladin sense the potential within you and decide to train you as a squire? Or did some terrible event—the destruction of your home, perhaps—drive you to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, and are able to embrace monetary or business-related conquest as equally fulfilling activities. Is a business rival really all that different from a rampaging dragon? Both are dangerous and
signed contracts, and promoting the general welfare of the world helps you cement your franchise’s reputation as a group worth dealing with. It might just take a little bit of convincing for your
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
in order to use or attune to a dragonmark focus item. Many dragonmark focus items have unique effects related to their marks, as described in this section. Alternately, a dragonmark focus item can
duplicate the power of an existing magic item with a power closely related to the mark. For example: A cape of the mountebank or boots of speed tied to the Mark of Passage, or horseshoes of speed that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
proponent of Watch regulations and dress codes, he has grown a bit lax in both matters now that he’s officially retired. Game Statistics Saeth Cromley is an Illuskan human veteran, with these changes: Saeth is lawful good. He has a Charisma of 14 and Intimidation +4. He speaks Common.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
unoccupied space of your choice within range. You decide the creature’s appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, see appendix C for its statistics. Otherwise, you can decide that the machine has been fatally programmed to disperse its components to all-new locations—but only after the characters have had a bit
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Eladrin Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on
personal freedom. But where other elves can temper their wild impulses, eladrin are creatures ruled by emotion — and because of their unique magical nature, they undergo physical changes to match their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, or other features of their classes or species. In other cases, you decide whether a circumstance would merit Advantage or Disadvantage. As described in the Player’s Handbook, if different
Consider granting Advantage when... Circumstances not related to a creature’s own capabilities provide it with an edge. Some aspect of the environment improves the character’s chance of success. A
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
should strive to keep the character alive and use resources wisely. Run the character yourself. It’s an extra burden for you, but it can work. Decide the character isn’t there. Invent a good reason for
character fade into the background. This solution requires everyone to step out of the game world a bit and suspend disbelief, but might be the easiest solution. You act as if the character’s not there
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Silent Image 1st-level illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or
, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Silent Image 1st-level illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or
, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Silent Image Level 1 Illusion (Bard, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
You create the image
isn’t accompanied by sound, smell, or other sensory effects. As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, so you can use them freely to set the tone you want for your adventure. Terrain Changes Plant growth creates difficult terrain, sinkholes appear, and hedge mazes or icy walls limit movement
traveler’s feet. Wilderness Hazards. Any of the wilderness hazards described in the Dungeon Master’s Guide might manifest near the dragon’s lair. Weather Changes Fog, storms, precipitation, and
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
score related to that god is 1. Your piety score increases by 1 when you do something to advance the god’s interests or behave in accordance with the god’s ideals. The gods expect great deeds from
, but a single deed typically changes your piety score by only 1 point in either direction unless your action is very significant.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
to have sunk into the surrounding sea, leaving only the top one-third visible from above the water. The main entrance is now a large cave that faces the seacoast. The lizardfolk made few changes to the
place, only adding stairs to connect the levels. The sahuagin have made drastic changes to their former lair, beyond submerging the two lower levels beneath the water. All the alterations to the lair
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic
regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Major Image Level 3 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 120 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 10 minutes
You create
to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create






