Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before burning dealing could rules'.
Other Suggestions:
before bring dwelling could rules
before bring daring could rules
before bring dealing could rules
before bursting dealing could rules
before burning drawing cold rolls
Monsters
Icewind Dale: Rime of the Frostmaiden
he's tight with Levistus. He rules the roost by sheer force of personality, though it chafes him that Hethyl Arkorran has more respect and influence within the cult. Kadroth doesn't involve Avarice
to do so.
For all his political machinations, Kadroth is a visionary who has so far made the cult stronger through his actions and decisions. He spends hours behind his desk, staring into the burning
Monsters
Icewind Dale: Rime of the Frostmaiden
challenge, even when the odds are clearly stacked against her. Seeing other wizards as a threat, paranoia rules her life.
Avarice has been a member of the Arcane Brotherhood for almost two years. She
. The book contains the spells Avarice has prepared plus the following additional spells: burning hands, cone of cold, find familiar, ice storm, lightning bolt, rope trick, thunderwave, tongues, wall of fire, and wall of force.Cold, Fire
Backgrounds
Ghosts of Saltmarsh
burning river.
Skill Proficiencies: Athletics, Deception
Tool Proficiencies: Vehicles (water)
Equipment: A fancy leather vest or a pair of leather boots, a set of common clothes, and a
’s Code. I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful)
3
All for a Coin. I’ll do nearly anything if it
Equipment
an open flame or some other source of Fire damage, the oil ignites. The ignited oil burns for two rounds, dealing 2d4 Fire damage to any creature or object who comes in contact with it, and an
additional 2d4 Fire damage to any creature that ends its turn while in contact with it. An ignited creature can douse the flames by using an action.
After burning for two rounds, being doused, or remaining unlit for 1 minute, War Oil dries up and ceases to be slippery or flammable.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
until the end of the high fae’s next turn.
Ridicule. When a creature misses the high fae with an attack roll, the high fae magically mocks the creature, dealing 5 (2d4);{"diceNotation":"2d4
untamed wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always be repaid, promises must be honored
Monsters
Princes of the Apocalypse
immediately after dealing damage to him.
Fire Form. Imix can enter a hostile creature’s space and stop there. He can move through a space as narrow as 1 inch without squeezing if fire could pass
be knocked prone, in addition to the normal damage for contact with molten rock.
A thick cloud of black smoke and burning embers fills a 40-foot-radius sphere within 120 feet of Imix, lasting until
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Special Weapons Weapons with special rules are described here. Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield
creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
The Role of Rules Why even have a column like Sage Advice when a DM can just make a ruling? Rules are a big part of what makes D&D a game, rather than simply improvised storytelling. The game’s rules
are meant to help organize, and even inspire, the action of a D&D campaign. The rules are a tool, and we want our tools to be as effective as possible. No matter how good those tools might be, they
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
The Role of Rules Why even have Sage Advice when a DM can just make a ruling? Rules are a big part of what makes D&D a game, rather than simply improvised storytelling. The game’s rules are meant to
help organize, and even inspire, the action of a D&D campaign. The rules are a tool, and we want our tools to be as effective as possible. No matter how good those tools might be, they need a group of
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
!
The older human is Vatri Whistlebaum (Medium, Neutral Good Commoner), the owner of the burning Morkoth Tavern. The characters might respond by entering the tavern to free the trapped villagers or by working to extinguish the fire.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
blood of angels
8 The commander of a legion of soul-addicted templars who punish crimes by burning criminals into psychoactive spirit dust
9 An ancient dragon whose godlike magic drains the domain of life
10 A god who killed all their peers and now rules the mortal realm
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list. Cantrips At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn
. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. Spells Known of 1st Level and Higher
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
“Know Your Players” in chapter 2), but it can cross a line into being exploitative, interfering with everyone else’s fun. Setting clear expectations is essential when dealing with this kind of rules
(with their input), arbitrate the rules, and settle arguments. And when you’re narrating the action of the game, the players should be paying attention. Player Die Rolling Players should roll their dice
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list. Cantrips At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn
. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. Spells Known of 1st Level and Higher
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
everyone else’s fun. Setting clear expectations is essential when dealing with this kind of rules exploitation. Bear these principles in mind: Rules Aren’t Physics. The rules of the game are meant to
(with their input), arbitrate the rules, and settle arguments. And when you’re narrating the action of the game, the players should be paying attention. Player Die Rolling Players should roll their dice
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness. Light Domain Spells Cleric Level
Spells
1st burning hands, faerie fire 3rd
uses when you finish a long rest. Channel Divinity: Radiance of the Dawn Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
of the fantasy genre revolve around dealing with a dragon who has become too monstrous and putting an end to the danger the dragon poses to peoples and civilizations. Three basic goals can provide the
, perhaps burning farmland and devouring livestock, demanding tribute from a village, or holding captives for ransom. Alternatively, a dragon might have established a new lair in the remote wilderness
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
frost, burning hands, or shield. The critical limitation of the wandslinger is a dependence on an arcane focus. A wandslinger must have an arcane focus—a wand, rod, staff, orb, or crystal—to perform
magic. Some wandslingers use different focuses for their various cantrips, such as a wand for fire bolt and a rod for burning hands, but wandslingers can use any arcane focus they get their hands on. As
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Sticky Webs This room is full of thick, sticky webs (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). The webbing stretches all the way to areas 19d and 19e. Any tugging or burning
Dense webbing fills this room as well (see area 19c for rules). Suspended within the webs are six cocoons. Five contain the desiccated corpses of four goblins and a nothic. The sixth contains a swarm
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Lorinda’s Powers and Dominion Lorinda is a green hag of extreme age. In her true form, she carries her darling family—three grim dolls she calls Laveeda, Leticia, and Laoirse. When dealing with the
figure wearing a cloak of moth wings and bearing a branch burning with torches. Using her control of the land as Tepest’s Darklord, Mother brings bounty to fields and flocks, or curses farms with
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Approaching the Fortress To get to Xardorok’s fortress, the characters need to negotiate the Spine of the World. Use the rules in the “Mountain Travel” section to simulate the perils of getting
mountain wall rising more than a hundred feet before you. Carved high on the wall are rows of arrow slits with lights burning behind them and clanking sounds issuing from them. A narrow staircase
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class. Spells Known and
burning hands, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level. For example, if you are the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
creature must use an action to push or pull on the heavy door, opening it with a successful DC 12 Strength (Athletics) check. See area 6 for rules on dealing with giant doors that are frozen shut.
Frost
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Areas of Effect Spells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once. A spell's description specifies its area of effect, which typically
has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Class Features When you gain a new level in a class, you get its features for that level. A few features have additional rules when you’re multiclassing. Check the information about multiclassing
included in each of your classes’ descriptions. Special rules apply to Extra Attack, Spellcasting, and features (such as Unarmored Defense) that give you alternative ways to calculate your Armor Class
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Class Features When you gain a new level in a class, you get its features for that level. A few features have additional rules when you’re multiclassing. Check the information about multiclassing
included in each of your classes’ descriptions. Special rules apply to Extra Attack, Spellcasting, and features (such as Unarmored Defense) that give you alternative ways to calculate your Armor Class
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
different spell, choose a damage-dealing evocation or conjuration spell from the wizard spell list of up to 5th level. Then consult the Living Spell Customization table to see which stat block to customize
, based on the chosen spell’s level. Living Spell Customization Spell Level Stat Block to Customize 1–2 Living burning hands 3–4 Living lightning bolt 5 Living cloudkill Now make the following
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
effectively. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9. Loading. Because of the time required
has unusual rules governing its use, explained in the weapon’s description (see "Special Weapons" later in this section). Thrown. If a weapon has the thrown property, you can throw the weapon to make a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
human garbed in a garish red-and-green uniform, welcomes characters who seek to participate in the Aroon Family Pepper Challenge. The assistant outlines the rules: Participants sit at a table with a
prior to the competition. If the characters agree to the rules, the assistant asks them to wait a few moments for the next event to begin. If four or more characters choose to participate, they are the
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
of goblin minions (each with 6 hit points). She hits a goblin minion with her longsword and uses Divine Smite, dealing 8 slashing damage and 11 radiant damage to the target for a total of 19 damage
rogue is hidden and takes aim at a group of zombie minions (each with 6 hit points) with his light crossbow (which has a short range of 80 feet). He hits a zombie minion with his crossbow, dealing
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Areas of Effect Left to Right: Line, Cone, Cube, Sphere, Cylinder
*Point of Origin Spells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once
which the spell’s energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Zariel Zariel rules Avernus, the first layer of the Nine Hells. Once a mighty angel charged with watching the tides of the Blood War, she succumbed to the plane’s corrupting influence and fell from
, and mortals end up worse for dealing with her, because she holds all the cards. A bargain with Zariel is eternal; there is little hope of wriggling out of it. However, she does expect the best from
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class. Spells Known and
lower-level spells. If a lower-level spell that you cast, like burning hands, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don’t have






