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Returning 35 results for 'before bother decide change run'.
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Spells
Player’s Handbook
.
Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.
Change Appearance. You alter your appearance. You decide
another species, though none of your statistics change. You can’t appear as a creature of a different size, and your basic shape stays the same; if you’re bipedal, you can’t use this
Alter Self
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your
voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years
, while others run through the emotional spectrum each week.
Changeable Natures
Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season
Monsters
Vecna: Eve of Ruin
true form, it is forced into its true form and can’t change forms until the end of the guardian’s next turn. On a successful save, a creature takes half as much damage only.
“Thought
it was a person at first, but then I saw its head. Next, its arm. I knew I had to run.”
—Werthil,Kender Adventurer
Moonlight guardians are gleaming bipedal statues made of silver and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while
others run through the emotional spectrum each week.
Changeable Natures
Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin
might remain in a particular aspect for years, while others run through the emotional spectrum each week.
Changeable Natures
Whenever one of the eladrin presented here finishes a long rest, they can
Classes
Tasha’s Cauldron of Everything
into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Monsters
Mordenkainen Presents: Monsters of the Multiverse
different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each
eladrin makes this change, they use the stat block of the new season rather than their old stat block. Any damage the eladrin sustained in their previous form applies to the new form, as do any conditions
Eladrin
Legacy
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Species
Mordenkainen’s Tome of Foes
finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin’s current
emotional state. For example, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an
Classes
Tasha’s Cauldron of Everything
into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Urchin
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
. (Lawful)
3
Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)
4
Retribution. The rich need to be shown what life and death
will run away from a fight.
2
Gold seems like a lot of money to me, and I’ll do just about anything for more of it.
3
I will never fully trust anyone other than myself.
4
I&rsquo
Shifter
Legacy
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Species
Eberron: Rising from the Last War
can’t fully change shape, they can temporarily enhance their animalistic features — a state they call shifting. Each shifter walks on the knife’s edge between the wilds and the
bear or boar: stoic, stubborn, and thick-skinned.
Longtooth shifters typically have lupine traits and prefer to run with a pack.
Swiftstride are often predatory and feline, but a swiftstride could
Backgrounds
Guildmasters’ Guide to Ravnica
in my communication.
Ideals
d6
Ideal
1
Guild. My guild is all that really matters. (Any)
2
Change. All life is meant to progress toward perfection, and
my research and any other tasks I have to complete.
Contacts
The fluid nature of clades, whose rosters span different laboratories and change as researchers discover new interests, creates
Rogue
Legacy
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Classes
Basic Rules (2014)
world where dire rats—and wererats—haunt the sewers. As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards
treasure. Creating a Rogue As you create your rogue character, consider the character’s relationship to the law. Do you have a criminal past—or present? Are you on the run from the law or from
Backgrounds
Guildmasters’ Guide to Ravnica
bother to couch my opinions in flattering words.
5
I can’t help but pocket any trinket or coin I come across, no matter how worthless.
6
I’m convinced that I’m better and
.
4
Roll an additional Golgari contact; you can decide if the contact is an ally or a rival.
5
I joined the Gruul in a battle against the Boros once, and the chief of that small clan thanks
Backgrounds
Baldur’s Gate: Descent into Avernus
)
3
Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)
4
Retribution. The rich need to be shown what life and death are like in
important person, and I’m wanted for it.
6
No one else should have to endure the hardships I’ve been through.
d6
Flaw
1
If I’m outnumbered, I will run away
Kobold
Legacy
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Species
Volo's Guide to Monsters
other useful items, but if they are at risk of discovery, they run away rather than attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation
, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to live off the scraps of others, and they are often dominated by larger
Monsters
Fizban's Treasury of Dragons
visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with the dragon
":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Solitude. My own company obviates the need for others in my life, whether they are dragons or lesser creatures. (Any)
2
Change
Backgrounds
Guildmasters’ Guide to Ravnica
suspension.
7
Great ideas are fine, but great results are what counts.
8
If you can guess what I’m about to do, that means I’ve run out of imagination.
Ideals
d6
me with conflicted feelings.
5
I helped a minor Gruul chieftain acquire an Izzet weapon.
6
Roll an additional Izzet contact; you can decide if the contact is an ally or a rival.
7
Monsters
Fizban's Treasury of Dragons
spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with the dragon’s mood.
Embodiment of
","rollAction":"Ideal"}
Ideal
1
Solitude. My own company obviates the need for others in my life, whether they are dragons or lesser creatures. (Any)
2
Change. Consistency is stagnation
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Using Enclaves Each of the locations in this chapter is a blank slate; you can decide who lives there, what they want, and how they interact with visitors. Each location includes a selection of
your imagination run wild. Mix and match different encounter tables to see what can arise. Consider how randomly determining the attitude of the creatures generated can shift the tone of a story. If
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
story has progressed Jarlaxle Baenre would make a better antagonist than Xanathar, you can make that change on the fly and run subsequent encounters accordingly. Each villain is fully described in appendix B and summarized below.
Choose Your Villain When you run this adventure, you choose its main villain at the outset. Your choice determines the season of the year in which the story takes place, as well as the antagonists in
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Redbrand Ruffians Appear You can decide when the characters run into the Redbrands, the criminal gang that runs Phandalin. After the characters have visited several locations in town and talked to
the townsfolk, they might decide to confront the Redbrands. When they do, run the “Redbrand Ruffians” encounter. Alternatively, if the characters are reluctant to seek out the ruffians, the Redbrands can come looking for them at a time of your choosing.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Difficulty Class It’s your job to establish the Difficulty Class for an ability check or a saving throw when a rule or an adventure doesn’t give you one. Sometimes you’ll even want to change such
Nearly impossible 30 The numbers associated with these categories of difficulty are meant to be easy to keep in your head, so that you don’t have to refer to these rules every time you decide on a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
with a number of NPCs in town, the characters decide to confront the Redbrands at the Sleeping Giant tap house. The characters decide to investigate Tresendar Manor. Skip the encounter and go straight to
“Redbrand Hideout.” If the characters show no interest in the Redbrands, a gang of the ruffians seeks them out and picks a fight in the street. Run this encounter as the characters are leaving one of the locations in the town.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
level up. With your DM’s approval, you can change your subclass when you would normally gain a new subclass feature. If you decide to make this change, choose another subclass that belongs to your class
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
you decide: Is a D20 Test Warranted? If the task is trivial or impossible, don’t bother with a D20 Test. A character can move across an empty room or drink from a flask without making a Dexterity check
Resolving Outcomes You decide when a player makes a D20 Test based on what the character is trying to do. Players shouldn’t just roll ability checks without context; they should tell you what their
Backgrounds
Guildmasters’ Guide to Ravnica
.
8
I never change my mind once it’s made up.
Ideals
d6
Ideal
1
Guild. My guild is all that really matters. (Any)
2
Order. The law is meant to ensure
complimented me on my work.
Non-Azorius Contacts
d10
Contact
1
Roll an additional Azorius contact; you can decide if the contact is an ally or a rival.
2
The person who
Backgrounds
Guildmasters’ Guide to Ravnica
I’m secretly hoping that I can change the cult from the inside, using my influence to help rein in the wanton violence.
4
I own something that Rakdos once touched (it’s seared
Orzhov oligarch has taken an interest in my career, like a patron of the arts.
8
Roll an additional Rakdos contact; you can decide if the contact is an ally or a rival.
9
A Selesnya healer
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Old Flame I have a lover in Ten-Towns whom I haven’t seen in years. At any time outside of combat, I can decide who the lover is by choosing an NPC in Ten-Towns that I can see. Once I make this
choice, I can’t change it. This old flame is friendly and helpful toward me, even if our past is checkered.
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
serpent gods taught the humans how to take on aspects of the snake, but the cost of the change was high, requiring many sacrifices for each person to be transformed. Entire households of slaves in
, the yuan-ti will do so—and they actually prefer these tactics to open warfare. Because abominations and malisons can change into the shapes of snakes, they can keep their presence hidden and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
How to Use These Rules These rules are organized in three parts. The first part helps you decide what kind of campaign you’d like to run. The second part helps you create the adventures — the stories
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
dragons. Though such a spell could exist in the world, few characters will bother to learn or prepare it unless they know in advance that doing so will be worthwhile. Make sure the spell fits with the
table, provided that the average result is about the same. Doing so can add a little variety to the spell. For example, you could change a cantrip’s damage from 1d10 (average 5.5) to 2d4 (average 5
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight
, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight
, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change






