Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before border defending covers rules'.
Other Suggestions:
before borders defending colors rules
before border defending colors rules
before borders defending cavern rules
before borders defending comes rules
before borders defending cover rules
Monsters
Curse of Strahd
visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.A phantom warrior is the spectral remnant of a willful
master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the
Monsters
Spelljammer: Adventures in Space
object.
Crew of the Last Breath. The following rules apply to Agony the ghost:
As long as the Last Breath has at least 1 hit point, the ghost can’t be permanently slain. If the ghost is reduced
Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage
Species
Mythic Odysseys of Theros
need in their shimmering homeland and knowing the treachery of strangers.
Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world
.
Noble and Fierce
Leonin tend to be tall compared to humans and move with a boldness that suggests their physical might. Tawny fur covers leonin bodies, and some grow thick manes ranging in shades from
Monsters
Icewind Dale: Rime of the Frostmaiden
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
the Monster Manual but is a fiend instead of a beast.
Spellbook. Avarice’s spellbook has white leather covers and vellum pages. The tiefling’s personal sigil is burned into the front cover
Magic Items
Princes of the Apocalypse
batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the
effects, the spell is cast on the turn that the orb explodes.
Fire Orb. When this orb detonates, it creates a dry heat wave that lasts for 24 hours. Within the area of effect, the rules for extreme heat
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"necrotic"} necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border
its 2nd-level spell slots to cast upgraded versions of the thunderwave spell.
Spellbook. The wooden covers of Nass’s spellbook are bound in nothic hide, and silver clasps hold the book shut
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
.
Part 2 details the rules of how to play the game, beyond the basics described in this introduction. That part covers the kinds of die rolls you make to determine success or failure at the tasks your
Using These Rules The D&D Basic Rules document has four main parts.
Part 1 is about creating a character, providing the rules and guidance you need to make the character you’ll play in the game. It
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
game: exploration, interaction, and combat. Part 3 (chapters 10–11) is all about magic. It covers the nature of magic in the worlds of D&D, the rules for spellcasting, and the huge variety of spells available to magic-using characters (and monsters) in the game.
Using This Book The Player’s Handbook is divided into three parts. Part 1 (chapters 1–6) is about creating a character, providing the rules and guidance you need to make the character you’ll play in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
some free time to exercise your creativity as you invent compelling plots, create new NPCs, craft encounters, and think of clever ways to foreshadow story events yet to come. Part 2 of these rules is
devoted to helping you create and run great adventures. Chapter 3 covers the basic elements of a D&D adventure, and chapter 4 helps you create memorable NPCs. Chapter 5 presents guidelines and advice
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, soon after they’re in position or their plan is in motion, they realize they’re no longer alone. Read or paraphrase the following text: Twilight covers the land as the moon fills the sky. The
The characters might use their mounts to fight foes in the air, using the mounted combat rules in the Player’s Handbook. As intelligent creatures, the characters’ mounts can act independently, but they
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Arcane Herbology Exam: Vegetation Identification The rules used for Exams can be found in chapter 3. The first Exam for Arcane Herbology takes place shortly after the characters’ Scufflecup game in
its accompanying description in chapter 3). Arcane Herbology covers techniques for using flora in potions, spells, and rituals. The course’s professor is Verelda Lang (chaotic neutral dryad; see chapter 7), an arcano-biologist whom the characters might recall from their first year of instruction.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
trap is broken, all the ghosts in the keep can leave except Gremorly, who remains to haunt the observatory. Side Effects When the characters first arrive at Harrowhall, a thick and unsettling fog covers
the ghosts is difficult, as they remain on the Border Ethereal and can’t affect—or be affected by—anything on the Material Plane. The ghosts defend themselves if the characters attack them.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
fishing rules ("Fishing for Knucklehead Trout"), only replace the knucklehead trout with an octopus. Befriending Its Comrades. Angajuk lives alongside other sea creatures, including narwhals and
Angajuk. Fending Off Hunters. If the characters are having trouble finding another way to earn Angajuk’s trust, use the “Whale Hunt” encounter below. Defending the whale against these hunters earns its trust.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
). The course covers the anatomy, abilities, and dispositions of monsters commonly encountered while adventuring. Students read popular accounts related to Aberrations, Monstrosities, and Oozes, as well
events of the “A Great Frog Race” section and sees students tested on their knowledge of the creatures known as slaadi. The rules for Exams can be found earlier in this chapter.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
connect to the fireplaces in areas H12, H13, H14, and H17. Slippery Ice. Slippery ice covers the rooftop. The ice is difficult terrain (see the Basic Rules). When a creature other than Cryovain moves
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
hall in the Biblioplex (one of the areas marked B7 on map 3.1 in chapter 3). The course covers the basics of recognizing, deciphering, and understanding the magic behind arcane scripts and symbols. Over
!” section and tests students on their knowledge of scrivening and symbology, as expressed in glyph of warding spells. For more information about the rules used for Exams, see chapter 3. Scribing magic is an important field of study at Strixhaven, as sloppiness can have strange effects
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
if all goes well, your character will survive to claim rich rewards before embarking on a new adventure. This section covers the basics of the adventuring life, from the mechanics of movement to the
complexities of social interaction. The rules for resting are also in this section, along with a discussion of the activities your character might pursue between adventures. Whether adventurers are
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
characters from 1st to 10th level as they progress through their magical studies. Each chapter covers a year’s worth of adventure, so characters begin chapter 3 as 1st-level characters and first-year
students and begin chapter 6 at the start of their fourth year of studies (at around 8th level). Chapter 3 includes an overview of the adventures and the overall campaign arc as well as special rules
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
effect, then follow the rules for that kind of area as normal (see the “Areas of Effect” section in chapter 10 of the Player’s Handbook). If an area of effect is circular and covers at least half a
surface and take note of which squares it covers or partially covers. If any part of a square is under the template, that square is included in the area of effect. If a creature’s miniature is in an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
all goes well, your character will survive to claim rich rewards before embarking on a new adventure. This chapter covers the basics of the adventuring life, from the mechanics of movement to the
complexities of social interaction. The rules for resting are also in this chapter, along with a discussion of the activities your character might pursue between adventures. Whether adventurers are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
carved with frescoes depicting dwarves defending their mountain homes against ankhegs, purple worms, umber hulks, and other burrowing monsters. (Hidden behind a fresco of a dwarf battling a bulette is a
(see “Gates”). Its rules are as follows: If a creature flies or levitates within 5 feet of the arch, the gate opens for 1 minute. Characters must be 10th level or higher to pass through this gate (see
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
suggests that area covers ten zombies, but the DM rules that they’re densely packed together and adds 1d3, rolling a 2. So the spell engulfs twelve zombies in its area. The zombies’ Dexterity saving throw
zombies succeed on their saving throws. Seeing a larger crowd of zombies in the distance, the Wizard casts Fireball. The spell covers a 20-foot-radius Sphere. The Targets in Area of Effect table
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and
visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
family becoming immolated in its home, but most agree the culprit was a dracolich, of all things, residing in the ruin and defending the family’s wealth. The gods only know what led to the creation of
the fog that rolls off the heights of the moor to shroud its trees. Melandrach, King of the Woods, rules here and holds the forest as the exclusive domain of the elves. Though game animals roam in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, where the Lukos finish off any stragglers.
Pharagax Bridge. On the western border of Akros gapes a massive chasm rumored to descend all the way to the underworld and belch forth foul creatures. The
defending the gates of Akros.
Most people today know of the event from an embellished account laid down in an epic poem, The Akroan War. Although its author has been lost to time, the poem is considered
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
DC 10 Constitution saving throw or gain 1 level of exhaustion. A creature that has a swimming speed can swim all day without penalty and uses the normal forced march rules in the Player’s Handbook. The
, review the rules for underwater combat in the Player’s Handbook. Death Helms a Ghost Ship After the party descends approximately 3,000 feet, the character who has the highest passive Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and discuss house rules, with the goal of ensuring the game is a fun experience for everyone involved. The “Ensuring Fun for All” section in chapter 1 covers some of the most important groundwork you
players are experienced, start the campaign at level 3 instead. (See the Player’s Handbook for rules on starting at higher levels.) Bringing the Party Together During session zero, help the players come
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
fight with them. Combat here draws reinforcements from area 2. Snake Pits Beyond the main gate are three pits covered with iron grates. When enemies attack, the broodguards remove the grated covers
the pits with a standing jump or running jump (see the Player’s Handbook for jumping rules), provided there are no broodguards lined up along the far side. Treasure Nahth has a crocodile skin pouch containing 28 gp and wears gold ceremonial bracers sculpted to resemble bats (150 gp for the pair).
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
over a pulley bolted to the ceiling and coils around an iron winch set into a nearby wall. Iron manacles dangle from hooks on the south wall. To the north, a faintly glowing stone disk covers the floor
checks made to jump. Fenthaza (see area 5) carries the keys for these bindings. See “Adventuring Gear” in chapter 5 of the Player’s Handbook for rules on breaking, escaping, and unlocking manacles (and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
supernatural means, it realizes that its spirit is trapped within the Mists, likely forever. Using the rules for “Fear and Stress” from chapter 4, the creature gains a new Seed of Fear. If a being with a soul
another plane. These restrictions apply to all other effects, including magic items and artifacts that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
creature must use an action to push or pull on the heavy door, opening it with a successful DC 12 Strength (Athletics) check. See area 6 for rules on dealing with giant doors that are frozen shut.
Frost
. Frost covers the floors, walls, ceilings, and furnishings everywhere except for area 7. The frost makes climbing the walls impossible without climbing gear or magic.
Illumination. Interior areas are
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
(Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities: You attempt to climb a sheer or slippery cliff, avoid
lift. For a Tiny creature, halve these weights. Variant: Encumbrance The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
(Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities: You attempt to climb a sheer or slippery cliff, avoid
a Tiny creature, halve these weights. Variant: Encumbrance The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how
extends from its point of origin in a straight path up to its length and covers an area defined by its width. A line's point of origin is not included in the line's area of effect, unless you decide
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, then follow its rules as normal. If an area of effect covers at least half a square or hex, the entire square or hex is affected. Richard Whitters Creature Size on Squares and Hexes Richard Whitters
on large vinyl mats. Most virtual tabletops for online play simulate miniatures and grids in a digital environment. The following sections expand on the rules in the Player’s Handbook for depicting






