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Returning 25 results for 'being bath diffusing change retract'.
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Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
relax on pillows as they eat. 7. Sauna In addition to daily baths, well-to-do Chultans love relaxing in saunas. Dry heat is a welcome change from Chult’s high humidity. Most home saunas are heated with
charcoal burners or hot stones, but in the homes of the merchant princes, a trapped fire elemental provides round-the-clock heat, and a servant is always available to massage tired muscles. 8. Bath
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
relax on pillows as they eat. 7. Sauna In addition to daily baths, well-to-do Chultans love relaxing in saunas. Dry heat is a welcome change from Chult’s high humidity. Most home saunas are heated with
charcoal burners or hot stones, but in the homes of the merchant princes, a trapped fire elemental provides round-the-clock heat, and a servant is always available to massage tired muscles. 8. Bath
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
relax on pillows as they eat. 7. Sauna In addition to daily baths, well-to-do Chultans love relaxing in saunas. Dry heat is a welcome change from Chult’s high humidity. Most home saunas are heated with
charcoal burners or hot stones, but in the homes of the merchant princes, a trapped fire elemental provides round-the-clock heat, and a servant is always available to massage tired muscles. 8. Bath
Ranger
Legacy
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Classes
Basic Rules (2014)
defense. This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who
in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
table, which might slow the pace of the game.
A common compromise is to rule that players can retract or change anything their characters did up until the point they learn the consequences of their
threatened. Do You Really Do That?
Can players retract what they just said their characters did? Some DMs take a hard-line position: “If you said it, your character did it.” Such a strict position tends
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
table, which might slow the pace of the game.
A common compromise is to rule that players can retract or change anything their characters did up until the point they learn the consequences of their
threatened. Do You Really Do That?
Can players retract what they just said their characters did? Some DMs take a hard-line position: “If you said it, your character did it.” Such a strict position tends
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
table, which might slow the pace of the game.
A common compromise is to rule that players can retract or change anything their characters did up until the point they learn the consequences of their
threatened. Do You Really Do That?
Can players retract what they just said their characters did? Some DMs take a hard-line position: “If you said it, your character did it.” Such a strict position tends
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
table, which might slow the pace of the game.
A common compromise is to rule that players can retract or change anything their characters did up until the point they learn the consequences of their
threatened. Do You Really Do That?
Can players retract what they just said their characters did? Some DMs take a hard-line position: “If you said it, your character did it.” Such a strict position tends
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
table, which might slow the pace of the game.
A common compromise is to rule that players can retract or change anything their characters did up until the point they learn the consequences of their
threatened. Do You Really Do That?
Can players retract what they just said their characters did? Some DMs take a hard-line position: “If you said it, your character did it.” Such a strict position tends
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
table, which might slow the pace of the game.
A common compromise is to rule that players can retract or change anything their characters did up until the point they learn the consequences of their
threatened. Do You Really Do That?
Can players retract what they just said their characters did? Some DMs take a hard-line position: “If you said it, your character did it.” Such a strict position tends
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces. You can doff or don the armor as an action. The armor
attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls. You can change the armor’s model whenever you finish a short or long
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces. You can doff or don the armor as an action. The armor
attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls. You can change the armor’s model whenever you finish a short or long
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces. You can doff or don the armor as an action. The armor
attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls. You can change the armor’s model whenever you finish a short or long
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
temple on their own at this point. T2. Changing Rooms A corridor beyond the lobby runs between two rows of curtained cubicles, where guests can change out of traveling clothes and armor. Each cubicle
change and store their weapons and equipment here. One robe of each pair is sized for Medium characters, while the other fits Small characters. Saeth gives a character a numbered key that corresponds
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
temple on their own at this point. T2. Changing Rooms A corridor beyond the lobby runs between two rows of curtained cubicles, where guests can change out of traveling clothes and armor. Each cubicle
change and store their weapons and equipment here. One robe of each pair is sized for Medium characters, while the other fits Small characters. Saeth gives a character a numbered key that corresponds
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
temple on their own at this point. T2. Changing Rooms A corridor beyond the lobby runs between two rows of curtained cubicles, where guests can change out of traveling clothes and armor. Each cubicle
change and store their weapons and equipment here. One robe of each pair is sized for Medium characters, while the other fits Small characters. Saeth gives a character a numbered key that corresponds
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners. When the dart reaches its target, the target must succeed on a DC
telepathically (no action required) while you wear the tank. You can close the tank as an action only if you have first commanded the water weird to retract into it or if the water weird is dead. If the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners. When the dart reaches its target, the target must succeed on a DC
telepathically (no action required) while you wear the tank. You can close the tank as an action only if you have first commanded the water weird to retract into it or if the water weird is dead. If the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners. When the dart reaches its target, the target must succeed on a DC
telepathically (no action required) while you wear the tank. You can close the tank as an action only if you have first commanded the water weird to retract into it or if the water weird is dead. If the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
better served by having the franchise change headquarters at different stages. Characters might start out in a ship, then move to a castle, then take possession of a unique magical headquarters in
the ability to change the neighbors every time you take to the road. The rear of the carriage features a generous cargo space for up to 500 pounds of goods, and is protected from the weather. The
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
better served by having the franchise change headquarters at different stages. Characters might start out in a ship, then move to a castle, then take possession of a unique magical headquarters in
the ability to change the neighbors every time you take to the road. The rear of the carriage features a generous cargo space for up to 500 pounds of goods, and is protected from the weather. The
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
better served by having the franchise change headquarters at different stages. Characters might start out in a ship, then move to a castle, then take possession of a unique magical headquarters in
the ability to change the neighbors every time you take to the road. The rear of the carriage features a generous cargo space for up to 500 pounds of goods, and is protected from the weather. The
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
system known as Tyrant’s Spiral. These gas-filled caverns change constantly, trapping the modrons in an ever-contorting circle that exposes them to the same grim visions over and over again. Tyrant’s
depicting sites along the modrons’ endless march. The distance between areas varies from yards to miles. Feel free to add additional encounters between areas, to change their order, or to have the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
system known as Tyrant’s Spiral. These gas-filled caverns change constantly, trapping the modrons in an ever-contorting circle that exposes them to the same grim visions over and over again. Tyrant’s
depicting sites along the modrons’ endless march. The distance between areas varies from yards to miles. Feel free to add additional encounters between areas, to change their order, or to have the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
system known as Tyrant’s Spiral. These gas-filled caverns change constantly, trapping the modrons in an ever-contorting circle that exposes them to the same grim visions over and over again. Tyrant’s
depicting sites along the modrons’ endless march. The distance between areas varies from yards to miles. Feel free to add additional encounters between areas, to change their order, or to have the






