Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before building devourer confer rules'.
Other Suggestions:
before buildings devourer convey rules
before buildings devourer copper rules
before buildings devourer corner rules
before buildings devourer cover rules
before binding devourer convey rules
Classes
Player’s Handbook (2014)
Gods whose portfolios include the Tempest domain — including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor — govtorms, sea, and sky. They include gods of lightning 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 justice
Tempest Domain
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Player’s Handbook (2014)
Gods whose portfolios include the Tempest domain — including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor — govern storms, sea, and sky. They include gods of lightning 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
Backgrounds
Baldur’s Gate: Descent into Avernus
underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One
Guild took over your family business, ran it into the ground, and burned the building for insurance money. You were driven into crime yourself, but you’ll never work for the Guild. You take
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Encounter Building This section introduces new guidelines on building combat encounters for an adventure. They are an alternative to the rules in “Creating Encounters” in chapter 3 of the Dungeon
Master’s Guide. This approach uses the same math that underlies the rules presented in that book, but it makes a few adjustments to the way that math is presented to produce a more flexible system. This
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Max Bonus Common 1st — Uncommon 3rd +1 Rare 6th +2 Very rare 8th +3 Legendary 9th +4 Maximum Spell Level. This column of the table indicates the highest-level spell effect the item should confer, in
the form of a once-per-day or similarly limited property. For example, a common item might confer the benefit of a 1st-level spell once per day (or just once, if it’s consumable). A rare, very rare
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Temporary Hit Points Some spells and other effects confer Temporary Hit Points, which are a buffer against losing actual Hit Points, as explained below. Lose Temporary Hit Points First If you have
those points and then lose 2 Hit Points. Duration Temporary Hit Points last until they’re depleted or you finish a Long Rest (see the rules glossary). Temporary Hit Points Don’t Stack Temporary Hit
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Temporary Hit Points Some spells and other effects confer Temporary Hit Points, which are a buffer against losing actual Hit Points, as explained below. Lose Temporary Hit Points First If you have
those points and then lose 2 Hit Points. Duration Temporary Hit Points last until they’re depleted or you finish a Long Rest (see the Rules Glossary). Temporary Hit Points Don’t Stack Temporary Hit
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Concentration. Many items, such as Potions, bypass the casting of a spell and confer the spell’s effects with its usual duration. Certain items make exceptions to these rules, changing the casting time
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
items, such as potions, bypass the casting of a spell and confer the spell's effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
run a special session—colloquially called session zero—to establish expectations, outline the terms of a social contract, and share house rules. Making and sticking to these rules can help ensure
that the game is a fun experience for everyone involved. Often a session zero includes building characters together. As the DM, you can help players during the character creation process by advising them to select options that will serve the adventure or campaign that awaits.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
General Features Many of Thundertree’s buildings have crumbled in the years since the town was abandoned, even as nature threatens to swallow what remains. Buildings. A building in Thundertree is
terrain (see “Difficult Terrain” in the Basic Rules). Intact buildings are rundown, ramshackle stone cottages that are otherwise still standing. Their wooden doors are swollen and require a successful
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
, inanimate item like a window, door, sword, book, table, chair, or stone. It isn’t a building or a vehicle, which are composed of many objects. Time-Limited Object Interactions When time is short, such
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
, inanimate item like a window, door, sword, book, table, chair, or stone. It isn’t a building or a vehicle, which are composed of many objects. Time-Limited Object Interactions When time is short, such
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
before the wall does. For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
before the wall does. For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. The chapter opens with optional rules meant to help you run certain parts of the game more smoothly. The chapter then goes into greater depth on several topics — encounter building, random encounters
you. It gives you new rules options, as well as some refined tools for creating and running adventures and campaigns. It is a supplement to the tools and advice offered in the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the DM change the pitch or tempo of narration in different situations? Player Participation. Did the players participate in the world-building or make decisions that seemed to send the adventure in an
unexpected direction? How did the DM handle it? Rules Adjudication. To what extent did the DM lean on the rules to adjudicate outcomes? Did the DM adjudicate situations wisely or in ways that made the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the DM change the pitch or tempo of narration in different situations? Player Participation. Did the players participate in the world-building or make decisions that seemed to send the adventure in an
unexpected direction? How did the DM handle it? Rules Adjudication. To what extent did the DM lean on the rules to adjudicate outcomes? Did the DM adjudicate situations wisely or in ways that made the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
as Potions, bypass the casting of a spell and confer the spell’s effects with its usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of
details how an item is activated. Certain items use the following rules for their activation. Command Word A command word is a word or short phrase that must be spoken or signed for an item to work
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the rules for monster customization and encounter building in the Dungeon Master’s Guide—to build your own adventures. Consult appendix B for monster lists that will help your adventure building. What’s
New in the 2025 Version?
This is the 2025 version of the fifth edition Monster Manual. If you’ve read the 2014 version, much of this book will feel familiar, since the fundamental rules and variety
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
associate with different houses but have a common purpose. (See the “Building a Party” section below for suggestions on bringing together a party from different houses.) If the characters work for a single
house or an organization, like the Twelve, that unites them in a mutual purpose, use the group patron rules in Eberron: Rising from the Last War to provide benefits from their shared mission. The House
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
rogue who likes hand-to-hand combat, or a sharpshooter who picks off enemies from afar. Do you like fantasy fiction featuring dwarves or elves? Try building a character of one of those races. Do you
your character, whether it’s a formal character sheet (like the one at the end of these rules), some form of digital record, or a piece of notebook paper. An official D&D character sheet is a fine
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Tempest Domain Gods whose portfolios include the Tempest domain — including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor — govern storms, sea, and sky. They include gods of lightning
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
mastery and world-building. The D&D rules help you and the other players have a good time, but the rules aren’t in charge. You’re the DM, and you are in charge of the game. That said, your goal isn’t
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->Sage Advice Compendium
weapons and unarmed strikes into finesse weapons? No. The feature grants a benefit that is similar to the finesse property, but the feature doesn’t confer that property. When a monk using Deflect
type of melee weapon attack. The game often makes exceptions to general rules, and this is an important exception: that unarmed strikes count as melee weapon attacks despite not being weapons. When a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
if it is a potion. The description of each item category or individual item details how an item is activated. Certain items use one or more of the following rules related to their activation. If an
time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell’s effects
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
Intelligence back, such as after an intellect devourer zeroes it? The greater restoration spell can remove the reduction to an ability score. What happens after 20th level? Is there a cap to character
within your line of sight. Speaking of “line of sight,” the game uses the English meaning of the term, which has no special meaning in the rules. Does casting a spell while taking a short rest
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
game and keep track of your campaign. These sheets are also available for download in appendix C.
Encounter-Building Assistance. The rules for estimating the difficulty of combat encounters have
rules help you do this, but when you need to act as referee, try to make decisions that ensure everyone is having fun. Communicate with Your Players. Open communication is essential to a successful D&D
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, drawing on player character rules from the Player’s Handbook and other D&D books. This chapter adds to that wealth of options with the material in the following sections: “Race Option” presents the
owlin, a character race option perfect for playing an owl-like student. “Choosing a College” gives advice on building a character for adventuring in Strixhaven. “Strixhaven Backgrounds” presents a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Lionshield Coster Hanging above the front door of this modest trading post is a sign shaped like a wooden shield with a blue lion painted on it.
This building is owned by the Lionshields, a
, all of which are for sale to interested buyers. (For prices, see “Adventuring Gear” in the Basic Rules.) Linene has a few scruples, however, and won’t sell weapons to anyone she thinks might be a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
2, five 13th-level characters for tier 3, and five 18th-level characters for tier 4. Use that assumption when creating combat encounters, whether you use the encounter-building rules in the Dungeon
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Scaling Lethality You can adjust the lethality of your campaign using the encounter-building guidelines in chapter 4. If your players enjoy games that test their characters to the utmost and are
your players agree to avoid character death in your game, you might consider an alternative: a character who would otherwise die is instead “defeated.” The following rules apply to a defeated character
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
aloud: Mayhem rules in the seaside village of Respite. The Cobblehook Corsairs, a crew of troublemakers who aren’t normally violent, have raided the village. Black smoke billows from buildings
. Sizzling streams of acid flow down the streets. Villagers rush about, shouting for loved ones and struggling to contain the damage.
Near the shore, flames leap from the windows of a low-roofed building
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Men toward a pyramid scheme. Starting your own Acquisitions Incorporated franchise means stepping into a world of possibility. It opens up countless adventure hooks, rules for building and growing your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
full of creatures that perfectly suit a storyline of supernatural horror. The most important element of such a campaign, though, isn’t covered by the rules. A dark-fantasy setting requires an
atmosphere of building dread, created through careful pacing and evocative description. Your players contribute too; they have to be willing to embrace the mood you’re trying to evoke. Whether you want to run






