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Returning 16 results for 'before border designing could rules'.
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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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and as a fair arbiter of the rules. Provide Fair Warning. Let characters face the consequences of their foolish actions, but make sure you give enough cues for the players to recognize self-destructive
actions. You might want to ask a player, “Are you sure?” before committing a character to a potentially fatal course of action. Fair Encounters. Your players have to know that you’re fair in designing
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
help the players get excited about designing and selecting their franchise upgrades. Some players might focus on mechanics, while others enjoy the creativity of dreaming up how a franchise headquarters
adjudicate the characters’ customization choices. A good rule of thumb is to allow the players full creative freedom while sticking to the mechanics (however loose) presented by the rules in chapter
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->Sword Coast Adventurer’s Guide
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
Secomber, on the border between the North and the settlements of the Western Heartlands. Built over the ruins of Hastarl, capital of the ancient kingdom of Athalantar, Secomber is a quiet place where
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
saving throw to avoid it. On a failed save, you are caught in a net and restrained. See chapter 5 of the Player’s Handbook for rules on escaping a net. 8 You are caught in a stampede of spooked animals
chooses a creature appropriate for the terrain. 11–20 No complication. Designing Your Own Chase Tables The tables presented here don’t work for all possible environments. A chase through the sewers of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
regained after a short rest, a long rest, or some other length of time? Armed with answers to these questions, you can start designing new features that replace the ones you are removing. It’s fine if
tell you how to design new class features. The best place to start is by looking at other class features, or at spells, feats, or any other rules for inspiration. You’re almost certainly going to have
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
await the atropal’s apotheosis, when the downfall of civilization promises an abundance of souls to harvest. The Sewn Sisters spy on intruders from the Border Ethereal. Any character who can perceive
charm on that character. Each doll can bestow its charm once. These charms are similar to the ones described in chapter 7 of the Dungeon Master’s Guide and follow the same rules. Strawbundle’s Charm
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
dead. The return of Bhaal and his apparent reclamation of the domain of murder from Cyric led some scholars and sages to believe that the rules by which all deities must abide were in flux. In 1484
army to come to the aid of the Dalesfolk. Netheril brought forces to Cormyr’s border, and Cormyr was drawn into a war on both fronts. Throughout this period, tales began to spread of individuals who
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
maintain strongholds along the border with Ket, most of their energy is spent defending against giants and dragons in the western mountains. The Watchers are sworn to an ascetic and disciplined code
an organization might come with concrete benefits such as access to an organization’s information, equipment, magic, and other resources. See “Renown” in chapter 3 for rules you can use to track
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the party is dead and trapped as a spirit in the Border Ethereal, nothing more can be done with the device until someone else comes along who can attune to it. Fortunately for the characters, they
character who helped lay Macreadus’s spirit to rest gains a blessing of the Morninglord (described below). For rules on blessings, see “Supernatural Gifts” in the Dungeon Master’s Guide. Blessing of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
policy. The oligarchs utterly control their nation, but beyond the areas that each rules, their families and businesses compete with one another and with the locals of far-flung places. The use of
inland sea, its waters tainted by volcanism and undrinkable. Around its perimeter is a conglomeration of city-states and minor baronies typified by the shifting domains known as the Border Kingdoms. Here
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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 fantasizes about rising to fame and prominence in
(4d6 + 3) 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 Ethereal, and vice
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
everything from petty disputes in other wards to groundbreaking cases in the High Courts. They adjudicate, review, and study the rules of Sigil, maintaining order according to the law as they interpret
the Armory, a foreboding stronghold at the ward’s border with the Lower Ward. Deliberately grown razorvine creeps along the structure’s bladed balconies and lower walls, deterring thieves who seek to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
a giant raven, attack the characters. Rules for mounted combat appear in chapter 9 of the Player’s Handbook. Suggested Encounter (Night) Characters who explore Raven Rock in the dead of night
vengeance. The reigning king of Ruathym is First Axe Vok Dorrg (CE male Illuskan human priest), a blind and vindictive old man who worships Valkur, a lesser god of the sea. The king rules from the Hall of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Cromm’s Hold, a keep on the edge of the Lizard Marsh (see the “Lizard Marsh” entry for details). Pencheska is using her position to infiltrate the Lords’ Alliance. She rules Daggerford much as Lady
Road hugs the west border of the valley, which is hemmed in on the east by the High Forest and the Forlorn Hills. The valley is dotted with settlements, farms, and isolated homesteads, yet most of it






