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Returning 21 results for 'behalf being diffusing counts relying'.
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Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light. Darkness creates a heavily obscured area. Characters face
its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light. Darkness creates a heavily obscured area. Characters face
its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light. Darkness creates a heavily obscured area
blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light. Darkness creates a heavily obscured area
blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light. Darkness creates a heavily obscured area
blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light. Darkness creates a heavily obscured area. Characters face
its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
from area S4 The potions of longevity the characters found in the Old City A gold dragon scale from area S4 Zhong Yin’s confession also counts as a piece of evidence, but the spy is reluctant to
“Secrets of Immortality” section. She clearly believes what she says and considers her actions to be in the best interests of the empire. After Secretary Wei has spoken on her own behalf, the emperor
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
from area S4 The potions of longevity the characters found in the Old City A gold dragon scale from area S4 Zhong Yin’s confession also counts as a piece of evidence, but the spy is reluctant to
“Secrets of Immortality” section. She clearly believes what she says and considers her actions to be in the best interests of the empire. After Secretary Wei has spoken on her own behalf, the emperor
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
from area S4 The potions of longevity the characters found in the Old City A gold dragon scale from area S4 Zhong Yin’s confession also counts as a piece of evidence, but the spy is reluctant to
“Secrets of Immortality” section. She clearly believes what she says and considers her actions to be in the best interests of the empire. After Secretary Wei has spoken on her own behalf, the emperor
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, often relying on the roll of a die to determine the results of an action.
3. The DM narrates the results of the adventurers’ actions. Describing the results often leads to another decision point
flexible, adapting to the circumstances of the adventure.
Often the action of an adventure takes place in the imagination of the players and DM, relying on the DM’s verbal descriptions to set the scene
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, often relying on the roll of a die to determine the results of an action.
3. The DM narrates the results of the adventurers’ actions. Describing the results often leads to another decision point
flexible, adapting to the circumstances of the adventure.
Often the action of an adventure takes place in the imagination of the players and DM, relying on the DM’s verbal descriptions to set the scene
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, often relying on the roll of a die to determine the results of an action.
3. The DM narrates the results of the adventurers’ actions. Describing the results often leads to another decision point
flexible, adapting to the circumstances of the adventure.
Often the action of an adventure takes place in the imagination of the players and DM, relying on the DM’s verbal descriptions to set the scene
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
initiative. Twice each round, on initiative counts 10 and 0, the avalanche travels 300 feet until it can travel no more. When an avalanche moves, any creature in its space moves along with it and
party member as the navigator. At the end of each hour of travel through the blizzard, the DM makes a DC 15 Wisdom (Survival) check on behalf of the navigator. On a successful check, the party stays on
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
initiative. Twice each round, on initiative counts 10 and 0, the avalanche travels 300 feet until it can travel no more. When an avalanche moves, any creature in its space moves along with it and
party member as the navigator. At the end of each hour of travel through the blizzard, the DM makes a DC 15 Wisdom (Survival) check on behalf of the navigator. On a successful check, the party stays on
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
initiative. Twice each round, on initiative counts 10 and 0, the avalanche travels 300 feet until it can travel no more. When an avalanche moves, any creature in its space moves along with it and
party member as the navigator. At the end of each hour of travel through the blizzard, the DM makes a DC 15 Wisdom (Survival) check on behalf of the navigator. On a successful check, the party stays on
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
on all three counts, each character earns a d10. Once before the character’s next long rest, they can roll the die and add the number rolled to one ability check, attack roll, or saving throw. In
lost, one way or another. What am I? The answer is a lighthouse — a foreshadowing on behalf of fate of where the characters will go in episode 3. Curse of Beshaba. Beshaba inflicts her curse upon any
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
on all three counts, each character earns a d10. Once before the character’s next long rest, they can roll the die and add the number rolled to one ability check, attack roll, or saving throw. In
lost, one way or another. What am I? The answer is a lighthouse — a foreshadowing on behalf of fate of where the characters will go in episode 3. Curse of Beshaba. Beshaba inflicts her curse upon any
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
on all three counts, each character earns a d10. Once before the character’s next long rest, they can roll the die and add the number rolled to one ability check, attack roll, or saving throw. In
lost, one way or another. What am I? The answer is a lighthouse — a foreshadowing on behalf of fate of where the characters will go in episode 3. Curse of Beshaba. Beshaba inflicts her curse upon any
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
island redoubts. Tethyr. Tethyr is a feudal realm ruled by Queen Anais from its capital of Darromar. The queen commands her dukes, who in turn receive homage from the counts and countesses of the realm
nation’s borders. The Moonsea. The shores of the Moonsea have long been home to cities that rise swiftly, relying on vigorous trade and gathering powerful mercenaries to their banners, only to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
island redoubts. Tethyr. Tethyr is a feudal realm ruled by Queen Anais from its capital of Darromar. The queen commands her dukes, who in turn receive homage from the counts and countesses of the realm
nation’s borders. The Moonsea. The shores of the Moonsea have long been home to cities that rise swiftly, relying on vigorous trade and gathering powerful mercenaries to their banners, only to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
island redoubts. Tethyr. Tethyr is a feudal realm ruled by Queen Anais from its capital of Darromar. The queen commands her dukes, who in turn receive homage from the counts and countesses of the realm
nation’s borders. The Moonsea. The shores of the Moonsea have long been home to cities that rise swiftly, relying on vigorous trade and gathering powerful mercenaries to their banners, only to






