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Returning 35 results for 'behave being defusing contests rules'.
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Species
Spelljammer: Adventures in Space
blossom into hard feelings, loud arguments, and head-butting contests, but they rarely escalate beyond that.
Creating Your Character
When you create your D&D character, you decide whether your
character is a member of the human race or one of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
contested by the goblins’ passive Wisdom (Perception) score to avoid being surprised. See the Basic Rules for more information on ability check contests. Thickets. The thickets around the clearing are
difficult terrain, but they aren’t dangerous—just annoying. They provide half cover to creatures behind them. (See “Difficult Terrain” and “Cover” in the Basic Rules for more information.)
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
contested by the goblins’ passive Wisdom (Perception) score to avoid being surprised. See the Basic Rules for more information on ability check contests. Thickets. The thickets around the clearing are
difficult terrain, but they aren’t dangerous—just annoying. They provide half cover to creatures behind them. (See “Difficult Terrain” and “Cover” in the Basic Rules for more information.)
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
contested by the goblins’ passive Wisdom (Perception) score to avoid being surprised. See the Basic Rules for more information on ability check contests. Thickets. The thickets around the clearing are
difficult terrain, but they aren’t dangerous—just annoying. They provide half cover to creatures behind them. (See “Difficult Terrain” and “Cover” in the Basic Rules for more information.)
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Fireside Contests The Fireside contests are described below. They can be run in any order. The rules of the Fireside contests are as follows. Competitors. Any number of characters can partake in each
feather token (tree). Concluding the Contests If the party wins two or more of the contests, Diasma is thoroughly impressed. She and three of her fellow giant wrestlers offer to accompany the party to
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Fireside Contests The Fireside contests are described below. They can be run in any order. The rules of the Fireside contests are as follows. Competitors. Any number of characters can partake in each
feather token (tree). Concluding the Contests If the party wins two or more of the contests, Diasma is thoroughly impressed. She and three of her fellow giant wrestlers offer to accompany the party to
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Fireside Contests The Fireside contests are described below. They can be run in any order. The rules of the Fireside contests are as follows. Competitors. Any number of characters can partake in each
feather token (tree). Concluding the Contests If the party wins two or more of the contests, Diasma is thoroughly impressed. She and three of her fellow giant wrestlers offer to accompany the party to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Social Niceties Once inside the Grand Masquerade, the characters must observe a host of unwritten rules of etiquette and act like they know exactly what they’re doing at all times. Other guests make
, attracting increasing notice. Allow the characters to employ the following tactics in their interactions at the Grand Masquerade: Characters can keep a close eye on how other people behave and mimic that
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Social Niceties Once inside the Grand Masquerade, the characters must observe a host of unwritten rules of etiquette and act like they know exactly what they’re doing at all times. Other guests make
, attracting increasing notice. Allow the characters to employ the following tactics in their interactions at the Grand Masquerade: Characters can keep a close eye on how other people behave and mimic that
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Social Niceties Once inside the Grand Masquerade, the characters must observe a host of unwritten rules of etiquette and act like they know exactly what they’re doing at all times. Other guests make
, attracting increasing notice. Allow the characters to employ the following tactics in their interactions at the Grand Masquerade: Characters can keep a close eye on how other people behave and mimic that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
contests, saving throws, or attack rolls. Having proficiency with a skill or tool can also grant automatic success. If a character’s proficiency bonus applies to his or her ability check, the character
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
contests, saving throws, or attack rolls. Having proficiency with a skill or tool can also grant automatic success. If a character’s proficiency bonus applies to his or her ability check, the character
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
forcing a saving throw, use the standard formula for calculating a save DC (see “Calculated DCs” below). Calculated DCs For some ability checks and most saving throws, the rules default to the following
checks that are contests between two creatures. For example, if one creature is holding a door shut, use its Strength modifier and Proficiency Bonus to set the DC for opening the door. When another
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
forcing a saving throw, use the standard formula for calculating a save DC (see “Calculated DCs” below). Calculated DCs For some ability checks and most saving throws, the rules default to the following
checks that are contests between two creatures. For example, if one creature is holding a door shut, use its Strength modifier and Proficiency Bonus to set the DC for opening the door. When another
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
forcing a saving throw, use the standard formula for calculating a save DC (see “Calculated DCs” below). Calculated DCs For some ability checks and most saving throws, the rules default to the following
checks that are contests between two creatures. For example, if one creature is holding a door shut, use its Strength modifier and Proficiency Bonus to set the DC for opening the door. When another
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
contests, saving throws, or attack rolls. Having proficiency with a skill or tool can also grant automatic success. If a character’s proficiency bonus applies to his or her ability check, the character
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
" later in this chapter) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The DM has the ultimate say on whether a skill is
Acrobatics Dexterity Stay on your feet in a tricky situation, or perform an acrobatic stunt. Animal Handling Wisdom Calm or train an animal, or get an animal to behave in a certain way. Arcana
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
" later in this chapter) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The DM has the ultimate say on whether a skill is
Acrobatics Dexterity Stay on your feet in a tricky situation, or perform an acrobatic stunt. Animal Handling Wisdom Calm or train an animal, or get an animal to behave in a certain way. Arcana
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
” later in this chapter) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The DM has the ultimate say on whether a skill is
Acrobatics Dexterity Stay on your feet in a tricky situation, or perform an acrobatic stunt. Animal Handling Wisdom Calm or train an animal, or get an animal to behave in a certain way. Arcana
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
" later in this chapter) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The DM has the ultimate say on whether a skill is
Acrobatics Dexterity Stay on your feet in a tricky situation, or perform an acrobatic stunt. Animal Handling Wisdom Calm or train an animal, or get an animal to behave in a certain way. Arcana
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
” later in this chapter) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The DM has the ultimate say on whether a skill is
Acrobatics Dexterity Stay on your feet in a tricky situation, or perform an acrobatic stunt. Animal Handling Wisdom Calm or train an animal, or get an animal to behave in a certain way. Arcana
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
” later in this chapter) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The DM has the ultimate say on whether a skill is
Acrobatics Dexterity Stay on your feet in a tricky situation, or perform an acrobatic stunt. Animal Handling Wisdom Calm or train an animal, or get an animal to behave in a certain way. Arcana
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
and Modifiers Score Modifier 3 −4 4–5 −3 6–7 −2 8–9 −1 10–11 +0 12–13 +1 14–15 +2 16–17 +3 18–19 +4 20 +5 Describe Appearance and Personality Ability scores are an essential part of the rules, but
low Charisma might look and behave differently from a charismatic character with low Strength. The following tables of descriptive words give suggestions of how you might describe your character based
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
armor scraps and rusty weapons balanced atop the partly open double door. Moving either door triggers the trap, the rules for which are as follows: Avoiding the Trap. A Medium or smaller creature can
, two Gnoll Warriors pace about this chamber, frustrated in their fruitless search for treasure. The Hostile gnolls behave similarly to the pair in area J3; combat in this chamber draws those gnolls here
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
and Modifiers Score Modifier 3 −4 4–5 −3 6–7 −2 8–9 −1 10–11 +0 12–13 +1 14–15 +2 16–17 +3 18–19 +4 20 +5 Describe Appearance and Personality Ability scores are an essential part of the rules, but
low Charisma might look and behave differently from a charismatic character with low Strength. The following tables of descriptive words give suggestions of how you might describe your character based
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
are an essential part of the rules, but they can be more than that. Once you’ve assigned your ability scores, give some thought to what those scores might say about your character’s appearance and
personality. A very strong character with low Charisma might look and behave differently from a charismatic character with low Strength. The following tables of descriptive words give suggestions of how
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
are an essential part of the rules, but they can be more than that. Once you’ve assigned your ability scores, give some thought to what those scores might say about your character’s appearance and
personality. A very strong character with low Charisma might look and behave differently from a charismatic character with low Strength. The following tables of descriptive words give suggestions of how
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
armor scraps and rusty weapons balanced atop the partly open double door. Moving either door triggers the trap, the rules for which are as follows: Avoiding the Trap. A Medium or smaller creature can
, two Gnoll Warriors pace about this chamber, frustrated in their fruitless search for treasure. The Hostile gnolls behave similarly to the pair in area J3; combat in this chamber draws those gnolls here
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
are an essential part of the rules, but they can be more than that. Once you’ve assigned your ability scores, give some thought to what those scores might say about your character’s appearance and
personality. A very strong character with low Charisma might look and behave differently from a charismatic character with low Strength. The following tables of descriptive words give suggestions of how
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
and Modifiers Score Modifier 3 −4 4–5 −3 6–7 −2 8–9 −1 10–11 +0 12–13 +1 14–15 +2 16–17 +3 18–19 +4 20 +5 Describe Appearance and Personality Ability scores are an essential part of the rules, but
low Charisma might look and behave differently from a charismatic character with low Strength. The following tables of descriptive words give suggestions of how you might describe your character based
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
armor scraps and rusty weapons balanced atop the partly open double door. Moving either door triggers the trap, the rules for which are as follows: Avoiding the Trap. A Medium or smaller creature can
, two Gnoll Warriors pace about this chamber, frustrated in their fruitless search for treasure. The Hostile gnolls behave similarly to the pair in area J3; combat in this chamber draws those gnolls here
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-Towns. If the druid is killed or captured, its awakened companions behave as intelligent humans would when faced with the loss of their leader: either their morale breaks and they flee, or they become
might challenge one or more characters to an athletic contest. If the characters accept this challenge, roll on the Athletic Contests table to determine what game the goliaths propose. The goliaths are
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-Towns. If the druid is killed or captured, its awakened companions behave as intelligent humans would when faced with the loss of their leader: either their morale breaks and they flee, or they become
might challenge one or more characters to an athletic contest. If the characters accept this challenge, roll on the Athletic Contests table to determine what game the goliaths propose. The goliaths are
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-Towns. If the druid is killed or captured, its awakened companions behave as intelligent humans would when faced with the loss of their leader: either their morale breaks and they flee, or they become
might challenge one or more characters to an athletic contest. If the characters accept this challenge, roll on the Athletic Contests table to determine what game the goliaths propose. The goliaths are
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
their hut (area 5A) while the dwarves sleep in a cage behind it. If the dwarves are rescued, they behave and act as described in the “Prisoners of the Yakfolk” sidebar. Water Wheel Characters can try to
rescued, they behave and act as described in the “Prisoners of the Yakfolk” sidebar. The yakfolk in area 4A sleeps in area 5B at night. The yakfolk in area 4B sleeps in area 5E at night. The yakfolk in






