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Returning 35 results for 'before both drive change relies'.
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Mirror Image
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate
hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Goliath
Legacy
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Species
Elemental Evil Player's Companion
elements that can tip the balance one way or the other. Goliaths happily rely on such benefits, but they are careful to remember that such an advantage can always be lost. A goliath who relies too
away in the night to seek the cold will of fate.
In some ways, the goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. A goliath would much rather die in
Cleric
Legacy
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Classes
Basic Rules (2014)
her holy symbol as light pours from it to drive back the zombies crowding in on her companions.
Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the
spells relies on devotion and an intuitive sense of a deity’s wishes.
Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can
Kalashtar
Legacy
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Species
Eberron: Rising from the Last War
.
Kalashtar Quirks
1d10
Quirk
1
You try to understand the motives and feelings of your enemies.
2
You prefer using telepathy over speaking aloud.
3
You feel a strong drive to
evil spirits that dominate it. The rebel quori believe that through meditation and devotion, they can change the fundamental nature of Dal Quor, shifting the balance from darkness to light. Most
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the
destroyed. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the
destroyed. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Whatever the specifics of this form, it exaggerates some drive or hidden nature within you. Roll on or choose an option from the Second Form table to determine this other side of yourself. Additionally
cast the alter self spell to appear in your second form. When you do so, you gain the effects of that spell’s Change Appearance option and cannot end it to gain the benefits of a different option
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
dragonmarked houses drive much of the action in this campaign, it’s important not to let that tension cause too much friction in a party of adventurers. The D&D game relies on cooperation among the players
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the untapped resources of the Plains. The halflings have no interest in change, but it might be inevitable. Lathon Halpum believes that if the tribes can work together, they could become a nation of
nations, but others aggressively oppose such a path. Holy Uldra is a powerful shaman and the leader of her own tribe. She urges halfling warriors to join together for a single purpose: to drive all
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
.” Don’t feel bound by an encounter chain. Let the characters’ decisions and actions drive the story. You can change the order in which encounters happen, remove encounters you don’t need, or create new
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
destination or outcome, no matter how hard they try to change it. You might find it helpful to think about an adventure not as a narrative that arcs from beginning to end with little chance for
as you’re planning adventures. If your adventure relies on certain events, plan for multiple ways they might come about, or be prepared for clever players to prevent those events from happening as
Monsters
Fizban's Treasury of Dragons
)
2
Change. Consistency is stagnation. (Chaotic)
3
Mental Superiority. I hone my mental powers so I can confuse, control, or kill any who annoy me. (Evil)
4
Territoriality. Any creature
drive the giant away.
2
An adult topaz dragon and an adult bronze dragon are finding their centuries-old enmity turning into a more romantic passion.
3
A djinni hopes to convince a topaz
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
other ties that form among people in different guilds. Let these tables inspire you as you think about the circumstances that bring your party together. Although conflicts among the guilds drive much
of the action in a Ravnica campaign, it’s important not to let that tension cause too much friction in a party of adventurers. The D&D game relies on cooperation among the players, so it’s helpful
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. It might be possible to drive the dragon off or somehow change the dragon’s behavior, but sometimes killing the dragon is the only option. Reclaim the Dragon’s Lair. A dragon has displaced an entire
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
dwarven pantheon. Abbathor is an advocate of change, not stability — an attitude normally regarded with suspicion by dwarves. But in this case, the god delivers his message inside the embrace of avarice
. Greed is at the heart of change. Greedy individuals aren’t content with their own accomplishments and seek to undermine the works that others have made, sometimes going so far as to take credit for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Dungeon Master The Dungeon Master (DM) is the creative force behind a D&D game. The DM creates a world for the other players to explore, and also creates and runs adventures that drive the story
supporting characters, breathing life into them. And as a referee, the DM interprets the rules and decides when to abide by them and when to change them. Inventing, writing, storytelling, improvising, acting
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Air The essential nature of air is movement, animation, and inspiration. Air is the breath of life, the winds of change, the fresh breeze that clears away the fog of ignorance and the
Plane of Water), is a region of frigid winds called the Mistral Reach. These gales drive snowstorms into the Frostfell and away from it, toward the heart of the plane. Earth motes in the reach are covered with snow and ice.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plot Points Plot points allow players to change the course of the campaign, introduce plot complications, alter the world, and even assume the role of the DM. If your first reaction to reading this
you like, especially if you want the players to drive more of the story. Once every player at the table has spent a plot point, they each gain 1 plot point. Option 1: What a Twist! A player who spends a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Religion, while a druid or ranger relies on Nature. You must have a minimum skill bonus—your proficiency bonus plus your ability score bonus—in order to develop a schema. You must maintain the minimum
component.
4 The shifting balance of the planes interferes with your work; you must wait for the current planar alignment to change.
5 Your efforts draw the attention of one of the conspiracies
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
at all times. Kleve can change its form to appear as any Small or Medium humanoid, sometimes taking on the appearance of a deep gnome servant or a drow assistant to Vizeran if it wants to blend in. It
can also cast invisibility to observe silently from hiding, and relies on its true form when it wants to intimidate other creatures. Although cruel by nature, Kleve takes no action to harm anyone
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
to automatically cross a sunbeam, which awakens Grandfather Oak. This corrupted treant has several myconids grafted onto its body. Grandfather Oak uses the treant stat block with the following change
add even more danger to the fight. After 3 rounds of combat, Mother Stag approaches and pretends to drive the treant away. See “Offer of Help” below. Perilous Exploration. As the party continues on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
defined by the prominent leaders, innovators, and tyrants of the day. These people change the world and etch their signatures indelibly on the pages of history. When they rise to power, they shape the
thing that has been consistently true about the world, which is now no longer true due to this leader’s rise or influence. This is the biggest change that occurs when the new leader takes power and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Miners’ Guild The svirfneblin base most of their economic subsistence on their ability to mine ores and gems. The settlement is largely self-sufficient, but it still relies on the duergar of Mantol
svirfneblin hiding in Blingdenstone after the drow armies abandoned the city managed to kill or drive off the wererats, but many of the deep gnomes became infected with lycanthropy. Today, deep gnome
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Rival Houses Conflicts, rivalries, and feuds among the thirteen dragonmarked houses drive a dragonmarked intrigue campaign. As tremendously powerful magical and mercantile forces, the houses seek
to gain political influence within the Twelve and over Khorvaire as a whole. To complicate matters, Cannith relies on the dragonshards mined by Tharashk—and Tharashk doesn’t want to lose its best
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
dedication to its goals strains the bonds between elements that must work together for the clan to prosper. Feuds between artisans drive wedges between families. Dwarf traders strike deals that fail to benefit
neighbors brings unpredictability and change, things dwarves prefer to avoid.
Circumstances cease to be normal when a clan faces an external threat. When word gets out that one of their own is in danger
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction
compel others. If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell’s casting time to 1 bonus action for this casting, provided the spell’s
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, and it’s also the most decadent. Most elves are impetuous to some extent, but eladrin are known for their fickleness. Many of them change their minds on the spur of the moment without giving reasons
enslave the elves, too, the elves united with other fey to drive the fomorians underground. The giants, now grossly misshapen thanks to a curse brought about by their own inner foulness, retreated to the Underdark of the Feywild, where they remain today.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
families to give to dwarves and merchants. This faction relies on two council members for representation. Eda Oweland leads the faction and can count on Gellan Primewater to back her up. Anders Solmor
than hassling honest traders, and the crown would go back to dreaming of conquests in the north. The more things change, the more this faction resorts to open protest and resistance. Traditionalist
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
no skill in crafting. Instead, he relies on his ability as a thief to take ownership of what he wants. Why work so hard to manufacture something when a much easier path to riches lies open? Abbathor
is the only advocate for change within the dwarven pantheon. He can inspire dwarves to seek shortcuts, normally frowned upon, but sometimes those methods turn out to be efficient techniques that
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
crystal dragon has captured a pack of winter wolves loyal to a frost giant, intent on convincing the wolves to change their evil ways.
4 A lonely werebear enjoys long conversations with a young
drive the yetis out.
3 An adult crystal dragon and an elf archmage have been friends for centuries and often go stargazing together on the peaks of their favorite mountains, but the dragon is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
your entire DMing career, or you might change it with each campaign. Offering inspiration as a reward encourages certain types of behavior in your players. Think of your style as a DM and your
is consistent with the character’s personality trait, flaw, or bond. The character’s action should be notable in some way. It might drive the story forward, push the adventurers into danger, or make
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
sprout from your head.
6 Your skin and hair change color each dawn.
Level 3: Otherworldly Glamour Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom
Darkvision. While entirely in Darkness, you have the Invisible condition to any creature that relies on Darkvision to see you in that Darkness. Level 7: Iron Mind You have honed your ability to resist
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods
and mortals. They embody the forces of change and social upheaval, and they’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Religious orders that operate in secret, especially
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
scions of giants’ gods described in chapter 6). An adventure might also challenge characters to drive the giants (and other forces of destruction) away from settled lands. The giant in a scenario like
mountainsides and change the course of half-frozen rivers. The frost and fire giants of Surtland are locked in constant conflict. The frost giants prefer to be left alone, but they also claim the best, safest
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.
Change Shape. The giant
can be taken or lost. True greatness relies on personal prowess. Faced with this truth, a frost giant might seek a supernatural gift from Vaprak the Destroyer. Troll Eater. Frost giants mainly turn






