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Returning 35 results for 'before brings divinity could rules'.
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Classes
Player’s Handbook
level 1 features, which are listed in the Paladin Features table. See the multiclassing rules to determine your available spell slots.
Paladin Features
—Spell Slots per
Spell Level—
Level
Proficiency Bonus
Class Features
Channel Divinity
Prepared Spells
1
2
3
4
5
1
+2
Lay On Hands, Spellcasting, Weapon Mastery
—
2
2
&mdash
Classes
Player’s Handbook
table. See the multiclassing rules to determine your available spell slots.
Cleric Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Class Features
Channel Divinity
Cantrips
Prepared Spells
1
2
3
4
5
6
7
8
9
1
+2
Spellcasting, Divine Order
—
3
4
2
—
—
—
—
—
&mdash
Monsters
Fizban's Treasury of Dragons
characters, and use the Dragon Turtle Spellcasting table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for
making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when
you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting. Channel Divinity If you already have the Channel Divinity feature and gain a level in a class that also grants
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Class Features (p. 164) The second sentence has been changed to “You don’t, however, receive the class’s starting equipment, and a few features have additional rules when you’re multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.”
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Class Features When you gain a new level in a class, you get its features for that level. You don’t, however, receive the class’s starting equipment, and a few features have additional rules when you’re multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.
Goliath
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
the responsibility to earn a place in the tribe or die trying.
Driven Competitors
Every day brings a new challenge to a goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A
mock folk who rely on society’s structures or rules to maintain power.
Survival of the Fittest
Among goliaths, any adult who can’t contribute to the tribe is expelled. A lone goliath has
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
everything. When you encounter something that the rules don’t cover or if you’re unsure how to interpret a rule, the DM decides how to proceed, aiming for a course that brings the most enjoyment to your whole
Ten Rules to Remember 1. The DM Adjudicates the Rules The rules of D&D cover many of the twists and turns that come up in play, but the possibilities are so vast that the rules can’t cover
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift
successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Channel Divinity: Destructive Wrath
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
world of the game. After you read this chapter, use the rules in “Creating a Character” to create your character. Team Up. Your character joins the other players’ characters to form an adventuring
party. These adventurers are allies who face challenges and fantastical situations together. Each character brings distinctive capabilities, which ideally complement those of the other characters
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
world of the game. After you read this chapter, use the rules in chapter 2 to create your character. Team Up. Your character joins the other players’ characters to form an adventuring party. These
adventurers are allies who face challenges and fantastical situations together. Each character brings distinctive capabilities, which ideally complement those of the other characters. Venture Forth
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
among its most popular scenes, describing how Diancastra convinced her father to imbue her with divinity even though her mother was a mortal giant. The story is unusual among the sagas of the giants
reaches of the Elemental Chaos, where unshaped elements form a tumult of matter and energy, she claims a mote of raw chaos and brings it to her father. Annam quickly shapes it, but he is unsatisfied
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
——Spell Slots per Spell Level—— Level Proficiency Bonus Class Features Channel Divinity Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9 1 +2 Spellcasting, Divine Order — 3 4 2 — — — — — — — — 2 +2 Channel
Divinity 2 3 5 3 — — — — — — — — 3 +2 Cleric Subclass 2 3 6 4 2 — — — — — — — 4 +2 Ability Score Improvement 2 4 7 4 3 — — — — — — — 5 +3 Sear Undead 2 4 9 4 3 2 — — — — — — 6 +3 Subclass feature 3 4 10
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
—Spell Slots per Spell Level— Level Proficiency Bonus Class Features Channel Divinity Prepared Spells 1 2 3 4 5 1 +2 Lay On Hands, Spellcasting, Weapon Mastery — 2 2 — — — — 2 +2 Fighting Style
, Paladin’s Smite — 3 2 — — — — 3 +2 Channel Divinity, Paladin Subclass 2 4 3 — — — — 4 +2 Ability Score Improvement 2 5 3 — — — — 5 +3 Extra Attack, Faithful Steed 2 6 4 2 — — — 6 +3 Aura of Protection 2 6
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
—Spell Slots per Spell Level— Level Proficiency Bonus Class Features Channel Divinity Prepared Spells 1 2 3 4 5 1 +2 Lay On Hands, Spellcasting, Weapon Mastery — 2 2 — — — — 2 +2 Fighting Style
, Paladin’s Smite — 3 2 — — — — 3 +2 Channel Divinity, Paladin Subclass 2 4 3 — — — — 4 +2 Ability Score Improvement 2 5 3 — — — — 5 +3 Extra Attack, Faithful Steed 2 6 4 2 — — — 6 +3 Aura of Protection 2 6
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
——Spell Slots per Spell Level—— Level Proficiency Bonus Class Features Channel Divinity Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9 1 +2 Spellcasting, Divine Order — 3 4 2 — — — — — — — — 2 +2 Channel
Divinity 2 3 5 3 — — — — — — — — 3 +2 Cleric Subclass 2 3 6 4 2 — — — — — — — 4 +2 Ability Score Improvement 2 4 7 4 3 — — — — — — — 5 +3 Sear Undead 2 4 9 4 3 2 — — — — — — 6 +3 Subclass feature 3 4 10 4
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
prosperous and increasingly crowded, so buildings have been torn down and taller ones built — four stories high in some instances. A Waterbaron who rules for life leads Yartar. The current Waterbaron is
). Reason to Visit. The “Dark Dealings in Yartar” side trek (chapter 6) brings the characters here. More broadly, characters affiliated with the Lords’ Alliance can readily receive support in Yartar, and Harpers and Zhentarim can get aid, too, if they’re discreet and know how to contact an agent in town.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
adventurer to complete a task. In those cases, the DM might ask the player to roll a die to help determine what happens. Describing the results often leads to another decision point, which brings the
certain situations—particularly combat—the action is more structured, and everyone takes turns. Exceptions Supersede General Rules
General rules govern each part of the game. For example, the combat
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
How to Use These Rules The best thing about being a DM is that you get to invent your own fantasy world and bring it to life, and nothing brings a D&D world to life more than the creatures that
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
adventurer to complete a task. In those cases, the DM might ask the player to roll a die to help determine what happens. Describing the results often leads to another decision point, which brings the
certain situations—particularly combat—the action is more structured, and everyone takes turns. Exceptions Supersede General Rules
General rules govern each part of the game. For example, the combat
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
envision him. Tempus’s favor might be randomly distributed, but over the centuries his priests have made an effort to spread and enforce a common code of warfare — to make war a thing of rules, respect for
reputations, and professional behavior. This code, called Tempus’s Honor, has the purpose of making conflicts brief, decisive, and as safe as possible for those not directly involved. The rules in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and discuss house rules, with the goal of ensuring the game is a fun experience for everyone involved. The “Ensuring Fun for All” section in chapter 1 covers some of the most important groundwork you
players are experienced, start the campaign at level 3 instead. (See the Player’s Handbook for rules on starting at higher levels.) Bringing the Party Together During session zero, help the players come
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
-to-the-death situation, the standard combat rules apply to that sort of activity. Resources. Engaging in this activity requires one workweek of effort from a character. Resolution. The character must
’ promoters. Every workweek spent pit fighting brings a 10 percent chance of a complication, examples of which are on the Pit Fighting Complications table. Pit Fighting Complications d6 Complication 1
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
rules from chapter 6 of the Player’s Handbook, your Dungeon Master might allow you to take a feat as a variant supernatural gift. You gain one feat of your choice. This list suggests twelve feats from
through the woods and play with a giant lynx—which, I learned later, was an emissary of Nylea. (Mobile)
The sun’s light brings what is hidden to clear view in my eyes. (Observant)
I ate a magical
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Narration in Combat Although it’s important that the players understand what’s going on in terms of the rules, the game can get dull if everyone uses only “gamespeak”: “That’s an 18 to hit,” “You hit
; now roll damage,” “11 points,” and “OK, now we’re to Initiative count 13.” Instead, use the rules and your knowledge of the scene to help your narration. If 18 is barely a hit, but the 11 points of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, which brings the flow of the game right back to step 1.
This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a
Dice The game uses polyhedral dice with different numbers of sides. You can find dice like these in game stores and in many bookstores.
In these rules, the different dice are referred to by the letter
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
off by the hobgoblins one year, leading to more sheep grazing, which brings the trolls out (the local trolls enjoy mutton, it seems), which brings intrepid adventurers to deal with the growing menace
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
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
is relevant. Characters who prove themselves competent and good-hearted might earn an invitation to become knights themselves. If the characters express interest, the knight brings them to the Solar
rules. That said, the knights of the Solar Bastion recognize the value of wisdom and experience. They respect the oldest knights’ authority, whether those knights are active or retirees who serve as
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
breath weapon actions allowed? A monster follows the normal opportunity attack rules, which specify that an attack of opportunity is one melee attack. That means a monster must choose a single melee
. A monster like a dragon exists because of that magic-enhanced nature. The second type of magic is what the rules are concerned about. When a rule refers to something being magical, it’s referring to
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
. Barthen’s doesn’t stock weapons or armor, but characters can purchase other adventuring gear here, with the exception of items that cost more than 25 gp. (For prices, see the Basic Rules.) Characters in need
a sharp-tongued human woman of thirty-five named Linene Graywind. Linene keeps a supply of armor and weapons, all of which are for sale to interested buyers. (For prices, see the Basic Rules.) Linene
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
they fire arrows with viciously barbed heads. Even when a hunter doesn’t kill their target with their first shot, the arrow strike brings so much pain that the victim is hobbled in its attempt to run
each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long struggle to control their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
reinforcements from areas 11b and 11c. If the battle is not going their way, a second whistle brings the quaggoths from area 12b. Treasure. Balryn wears an obsidian scarab bearing the insignia of House
the arch’s keystone.
Pallets. Six pallets lie spread out in the room.
The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: Feeding a gold coin into the keystone’s slot
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
without brandishing or wearing the symbol of Xanathar. Combat in this room brings reinforcements from area 20b. 20b. Watch Post Barracks Xanathar Guild. Unless they are drawn to area 20a by sounds of
a rust monster. Arch Gate. The arch is one of Halaster’s magic gates (see “Gates”). The Xanathar Guild forces nearby are aware of the gate but don’t know how to activate it. Its rules are as follows
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gauntlet.
The githyanki warriors follow orders without question and have no authority to negotiate; that task falls to the knights in area 7c. A fight here brings reinforcements from areas 7b and 7c. Arch
Gate. The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: The gate opens for 1 minute if a creature touches the arch with a six-fingered gauntlet. (Such an item can be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hundreds of tiny, interlocking stone gears. The rules of this gate are as follows: Any creature that inspects the frame and succeeds on a DC 15 Wisdom (Perception) check sees that one of the gears has
attacks from the east. If combat erupts in area 25a or 25b, Syrrak investigates while Gorthax and the crystal spider remain here. A battle in this hall brings reinforcements from area 30a. The spider golem understands Elvish but can’t speak. It obeys Gorthax’s commands.






