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Returning 35 results for 'before both deal cover rivals'.
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Spells
Player’s Handbook
2d12 Lightning damage.
On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed.
The spell ends if the
target is ever outside the spell’s range or if it has Total Cover from you.
Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1.
Magic Items
Dungeon Master’s Guide
-75
When you hit with an attack roll using the Moonblade, you deal an extra 1d6 Force damage. Each time the weapon gains this property after the first, the extra damage increases by 1d6, to a maximum
cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1
Witch Bolt
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your
action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Attack. Hutijin makes one Claw, Mace, or Tail attack.
Teleport. Hutijin uses Teleport.
Lightning Storm (Costs 2 Actions). Hutijin releases lightning in a 30-foot radius, blocked only by total cover. All
rivals. Other archdevils know how much Hutijin despises mortals and have secretly disseminated the means to call him from the Nine Hells in the hope of distracting the archdevil long enough for them to
Classes
Xanathar's Guide to Everything
their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds
. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
Path of the Ancestral Guardian Features
Barbarian Level
Feature
3rd
Ancestral Protectors
Spells
Xanathar's Guide to Everything
takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8
necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you.
Whenever the
Classes
Xanathar's Guide to Everything
their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds
. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
Path of the Ancestral Guardian Features
Barbarian Level
Feature
3rd
Ancestral Protectors
Changeling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
Long ago there was a woman named Jes, and she had one hundred children. Her rivals conspired against her and swore to kill her children. Jes begged the Sovereigns for help, but their only answer
in stable communities where changelings are true to their nature and deal openly with the people around them. Some are orphans, raised by other races, who find their way in the world without ever
Monsters
Bigby Presents: Glory of the Giants
half masks that cover their eyes. The masks’ runic magic allows these giants not only to see normally, but also to see through illusions, invisibility, darkness, and other forms of magical
trickery.
Years of successful wagers make destiny gamblers so confident in their ability to win any challenge that they invite potential rivals to name the terms of a wager. Those who are foolish enough to
Backgrounds
Sword Coast Adventurer's Guide
tirelessly to get the best deal possible.
8
I’m well known for my work, and I want to make sure everyone appreciates it. I’m always taken aback when people haven’t heard of me
from guild coffers.
4
I’m never satisfied with what I have—I always want more.
5
I would kill to acquire a noble title.
6
I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.
Backgrounds
Sword Coast Adventurer's Guide
tirelessly to get the best deal possible.
8
I’m well known for my work, and I want to make sure everyone appreciates it. I’m always taken aback when people haven’t heard of me
coffers.
4
I’m never satisfied with what I have—I always want more.
5
I would kill to acquire a noble title.
6
I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Antagonists and Rivals The most direct use of the Moonstalkers is for them to steal something belonging to the characters or someone close to them. The characters might strike a deal with the guild
Vault), Moonstalkers might try to secure that same item for a different employer. In this case, the Moonstalkers act as rivals trying to beat the characters to the prize. This provides an incentive for characters to move quickly and not spend too much time planning or resting.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Infernal War Machine Combat All the warlords described in this adventure use infernal war machines to strike fear into their rivals, fend off demons and other threats, and flee from Zariel’s devil
vehicle rules don’t cover, fall back on the core rules. For example, if a character wants to leap from one moving vehicle to another, determine whether the character succeeds or not with a Strength
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do
anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
as heroes, cement recent alliances, wrap up open plot hooks, or deal with debts or obligations incurred while saving the world. Friends and Enemies The characters’ heroics might have changed the
somewhere. But whether the Six seek immediate revenge or decide to bide their time, things don’t stay quiet for long for an Acquisitions Incorporated franchise. New rivals, new allies, and new opportunities are sure to make their presence known.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Lightning damage. On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed. The spell ends if the target is
ever outside the spell’s range or if it has Total Cover from you. Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1.
Monsters
Fizban's Treasury of Dragons
sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving
by their goddess to deal with the adult sapphire dragon who has been hunting her holy spiders.
5
A forgetful and nearsighted adult sapphire dragon believes a blue dragon wyrmling is actually the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
can help them defeat Dranzorg. Eternal Rivals. Dranzorg focuses his attacks on the character wearing Mara’s armor. If a character wearing Mara’s armor is reduced to fewer than half their hit points
, Mara’s spirit possesses the character. From then on, the character has advantage on attacks against Dranzorg, and their attacks deal an extra 1d6 thunder damage against him, as Mara screams through the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
characters could use the crowd as cover for a clandestine meeting or as an audience to rally to action. A simple shopping trip in an agora can turn into an adventure when a thief steals from the characters or
d6 Villain
1 An assassin murders a politician’s rivals then poses the victims in grisly, public tableaus.
2 A group of thugs vandalizes market stalls whose owners don’t pay a weekly
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do
anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
excellence to deal devastating blows. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Remarkable Athlete Starting
running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Additional Fighting Style At 10th level, you can choose a second option from the Fighting
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
excellence to deal devastating blows. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Remarkable Athlete Starting
running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Additional Fighting Style At 10th level, you can choose a second option from the Fighting
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Mephistopheles forbids Hutijin from making too many forays into the Material Plane, since the duke’s absence leaves him vulnerable to his rivals. Other archdevils know how much Hutijin despises mortals and have
eradicate mention of his name and destroy those who have learned of him, but the summonings still occur. When called from his post, he negotiates as quickly as he can, usually closing a deal with
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the
Fighting Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
its home, this monstrous bird rivals the oldest dragons in size.
Sky Titans. In the ancient days when giants battled dragons for control of the world, Annam, the father of the giant gods, created
grounds. A roc seldom hunts swift or small creatures, and it ignores towns and forests where prey can easily take cover. When it locates a large and slow-moving target such as a giant, a whale, or an
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
cover its surface — some written in Common and others etched in jagged cuneiform.
The tablet is a proclamation from an Omuan queen to her rivals in Mezro. The Mezroans couldn’t read the Omuans’ native
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
cover and contains the spells Melissara has prepared, plus arcane lock and glyph of warding. Desk The desk holds an orderly stack of notes. Half of the notes detail meticulous magical experiments and
by Melissara. Inside is a small black journal. The first page of the book is trapped with a glyph of warding spell, whose explosive runes deal fire damage (save DC 15). The glyph is keyed to go off if
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Talis Wants. Talis wants to move up in the ranks by causing her rivals to fail spectacularly. What Talis Offers. She urges the characters to thwart the transport of a large treasure hoard. Cultists
with a banner (see area 15) and a useful pass-phrase (“Tiamat, our Mother and Strength”) that will allow them to reach the castle unharmed. Accepting the Deal. If the party accepts the deal, Talis
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Wants. Talis wants to move up in the ranks by causing her rivals to fail spectacularly. What Talis Offers. She urges the characters to thwart the transport of a large treasure hoard. Cultists under
a banner (see area 15) and a useful pass-phrase (“Tiamat, our Mother and Strength”) that will allow them to reach the castle unharmed. Accepting the Deal. If the party accepts the deal, Talis prefers
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
central fire pit deal 1 fire damage to any creature that enters the fire pit, or 1d6 fire damage to any creature that falls prone there. A creature can take each type of damage only once per round. Natural
can provide half cover to any creature fighting or hiding behind them. Most are marked with the image of a blue lion—the symbol of the Lionshield Coster, a merchant company with a warehouse and trading
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
alarm, putting the entire den on alert (see “Denizens”). If the characters use the airship’s weaponry to attack Grudd Haug, the den’s defenders are smart enough to take cover behind walls. Defenders armed
with weapons that deal piercing damage target the balloon; those that hurl rocks and use weapons that deal bludgeoning damage target the crew. The characters might instead approach on a flying mount
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
creatures for scouting or guard duty, or using dimension door to slip away from a deal gone bad. The hard part of that last one is always figuring out which of your franchise mates you’ll bring with you
present in the franchise or not. When it comes down to it, having friends is an equally valuable asset in adventuring and business, and being able to turn enemies, rivals, and angry mobs into friends
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
adventurers is one in which the characters complement each other and cover the weaknesses of their companions. The adventurers must cooperate to successfully complete the adventure. The adventure is the
, objects, and situations that they must deal with in some way. Sometimes the adventurers and other creatures do their best to kill or capture each other in combat. At other times, the adventurers talk
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
your home—what does it say about your character that this place is your home? Friends and Rivals. Who do you know in the district? The DM should work with each player to develop a friend or rival in the
you’re a folk hero, did you deal with a thug causing trouble in your favorite tavern—earning you the gratitude of the owner and the enmity of the villain? This is a collaborative process and the goal is
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate
their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals. So ancestors are people who did the procreation thing to make more people before you






