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Returning 8 results for 'before both drawing combatant resolve'.
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before both daring combatants resolve
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before both dealing combatants resolve
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
child, Edith made a pact with the hag, trading her little brother for all the candy she could ever want for herself. Impressed at Edith’s wit and callous resolve, the hag accepted, and Edith departed the
unpleasant folk on errands to the hag’s cottage, which she falsely claims is owned by her older sister. To avoid drawing suspicion, Edith moves her shop to a new town every few years.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll.
Resolve the attack. You make the attack roll. On a hit, you roll damage
roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell. Rolling 1 or 20 Sometimes fate blesses or curses a combatant, causing the novice to hit
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve. There are two styles you can use when
Roleplaying With this approach, you describe your character’s words and actions to the DM and the other players. Drawing on your mental image of your character, you tell everyone what your character does
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve. There are two styles you can use when
Roleplaying With this approach, you describe your character’s words and actions to the DM and the other players. Drawing on your mental image of your character, you tell everyone what your character does
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
takes to complete. Step 2: Narrate the Travel. Describe what happens as the characters complete this stage of their journey. Introduce and resolve any challenges (see “Journey Stage Challenges”). Step 3
be a signal that the adventurers are drawing close to the site of evil power that is their destination or can provide clues to the nature of the threats to be found there.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
18 Strength check clears the rubble in a matter of moments. The sound of the slab being smashed rings through the nearby rooms, drawing the attention of the three sahuagin champions (see appendix C) in
, preventing any combatant from escaping in that direction. The walls of the arena rise 30 feet from the floor to the lower edge of the gallery, which is supported by pillars at each corner. A clear quartz
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
center of this room. Battered pots and kettles are stacked all over; clearly, this space serves as a crude kitchen. You feel a distinct draft drawing the smoke up through a rough hole in the ceiling
intruders while she attempts to neutralize a dangerous-looking combatant with a command spell. Then she casts bless on herself and the others, and finally casts spiritual weapon before joining battle. If the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
! We’re all trapped, but perhaps we can help each other?”
This box canyon on the plane of Elysium tests the compassion and resolve of those trapped within. Six centaurs who speak Common were exploring
reconfigures and opens, revealing three armored automatons. They march forward in unison, drawing weapons and readying shields.
This checkpoint is located on Mechanus, a plane of absolute order. The






