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Returning 35 results for 'being before decide causes returns'.
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being before decide cause returns
being before decide cause returner
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in
. Its head has a human-like face and glowing red eyes. The creature gives off a smoky odor.
Yeth hounds make a ghastly baying sound that causes most creatures to flee in terror. They chase those who
True Polymorph
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
form. It retains its alignment and personality.
The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had
creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The GM has the creature
Monsters
Van Richten’s Guide to Ravenloft
.
Warp Space (Costs 2 Actions). The emissary causes the ground in a 20-foot square that it can see within 90 feet of it to turn into teeth and maws until the start of its next turn. The area becomes
in its lesser form. When this form is destroyed, the emissary’s body collapses into a gory slurry. It then instantly returns in its greater form. Only if the emissary is defeated in its greater
Backgrounds
Guildmasters’ Guide to Ravnica
me with conflicted feelings.
5
I helped a minor Gruul chieftain acquire an Izzet weapon.
6
Roll an additional Izzet contact; you can decide if the contact is an ally or a rival.
7
An Orzhov banker financed my laboratory’s current work and expects great returns.
8
I have a cousin in the Cult of Rakdos, and we get along quite well.
9
A former attendant from the
Backgrounds
Guildmasters’ Guide to Ravnica
ability, enlarge/reduce
3rd
gaseous form, water breathing, wind wall
4th
freedom of movement, polymorph
5th
creation
When your magic causes physical
make a nice sideshow act.
9
I left the Selesnya — and a lover — behind when I joined the Simic.
10
Roll an additional Simic contact; you can decide if the contact is an ally or a rival.
Saving Throws
Legacy
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Rules
A saving throw — also called a save — represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw
bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.
The Difficulty Class for a saving throw is determined by the effect that causes it
Paladin
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
while you were at prayer? Did another paladin sense the potential within you and decide to train you as a squire? Or did some terrible event—the destruction of your home, perhaps—drive you to
for the lesser of two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath.
A paladin who has broken a vow typically seeks absolution from a cleric who shares his or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
should strive to keep the character alive and use resources wisely. Run the character yourself. It’s an extra burden for you, but it can work. Decide the character isn’t there. Invent a good reason for
the character to miss the adventure, perhaps by having him or her linger in town or continue a downtime activity. Leave a way for the character to rejoin the party when the player returns. Have the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
guilt before his execution, and the tragic tale of the Yellowcrest family comes to a close. If Lord Viallis teleports out of the temple, his destination is for you to decide. Though he has lost the
fruits of all his labor, his connection to Gaernoo remains strong, and he starts work immediately to regain what he has lost. Whether he returns to Waterdeep or emerges in some other location, his plots might spawn new adventures for the party.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Evil, for now. Over the next few months, the region returns to its tranquil state. It’s still a frontier, but monster predations and banditry decline. The weather returns to normal, even if the people
disperse within a tenday of the cults’ defeat. Bereft of leadership and reeling from the events, the cultists decide the Dessarin Valley isn’t the place for them. Some go to nearby cities, especially
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
dozen servants (use the cultist stat block). During the raid, both agents attempt to attune to the Infernal Machine. You can decide which one is successful or allow chance to decide (see “Complications
Ursas causes him to shout out in rage, swearing vengeance “in the name of my unholy patron, Bel!” If either agent gains control of the Infernal Machine, they immediately use it to attempt to defeat
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Asger and Edith If the characters rescue Asger, they might decide to reunite him with Edith or try find him a new home. Possible endings for Asger include the following: Finding Asger a New Home. If
frees himself by squeezing between the bars of his cage or returns to working as Uncle Nibblecheek’s kitchen helper, depending on whether the hag is alive or dead. If the characters confront Edith
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, it’s possible that they acquire both mechanical guides. You can decide whether the programming of the two constructs causes them to bicker and one-up each other—or whether each guide attempts to
the same time, you decide how the commands are resolved. Working Both Sides If the characters meet with both agents, they might agree to work for both without the other agent knowing. In that case
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
to other locations in time and space with a successful DC 20 Intelligence (Arcana) check. A failed check causes the characters to be misdirected physically or temporally, as you determine. If the
characters claim any missing components of the Infernal Machine, those components can be added to the mechanical guide, providing a +2 bonus to this check per component. You might decide that neither agent
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Serving Zariel The characters might decide after meeting Zariel that they wish to serve her, joining her army and smiting demons in the Blood War. They also might wind up serving her if they fail to
redeem her and wish to live. Souls are Forfeit Characters who choose to serve Zariel must sign a contract (see appendix A) forfeiting their souls to the archdevil. She then returns such characters to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
it’s not rising in a straight line. Cloud cover might even make it look as though it were broken into multiple pieces. After an hour, the Spire returns to normal. 2 A kolyarut (see Morte’s Planar Parade
) arrives to interview the characters about their strange situation. It seeks information so greater powers in Mechanus can decide whether they want to blame the characters for their reality-defying
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in-game explanation. Monsters don’t attack the character, who returns the favor. On returning, the player resumes playing as if the absence never happened. Narrative Contrivance. Decide the character
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
object causes the whole thing to collapse. Object Hit Points Size Fragile Resilient Tiny (bottle, lock) 2 (1d4) 5 (2d4) Small (chest, lute) 3 (1d6) 10 (3d6) Medium (barrel, chandelier) 4 (1d8) 18
(4d8) Large (cart, dining table) 5 (1d10) 27 (5d10) Damage Types and Objects. Objects have Immunity to Poison and Psychic damage. The DM might decide that some damage types are more or less
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
object causes the whole thing to collapse. Object Hit Points Size Fragile Resilient Tiny (bottle, lock) 2 (1d4) 5 (2d4) Small (chest, lute) 3 (1d6) 10 (3d6) Medium (barrel, chandelier) 4 (1d8) 18
(4d8) Large (cart, dining table) 5 (1d10) 27 (5d10) Damage Types and Objects. Objects have Immunity to Poison and Psychic damage. The DM might decide that some damage types are more or less
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it
companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has its statistics and resolves its actions and movement. If the spell becomes permanent, you no
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed
and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has its statistics and resolves its actions and movement. If the spell becomes permanent
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
character receives a flood of sensations and their memories as this missing piece of themself returns. Among these are any other details about the character the player wants to be true—such as how the
, more powerful self. If a character doesn’t release their lost incarnation, it might make the following chapter more challenging. Let each character decide what to do with their trapped incarnation
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
a settlement. After the characters force a second cult to abandon its shrine, run the “Reckless Hate” encounter when the party returns to a settlement. After the characters force the third cult to
leave, assume the cultists’ effort to destroy a town in “Reckless Hate” causes great damage without the characters on hand to stop it. When “Race to Destruction” is triggered, the characters receive a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
causes is never isolated, triggering a tragic chain of events that can throw a family, a community, or a whole domain into anguish. Those investigating the history of a calamity might discover
statistics similar to a succubus/incubus, and no matter how many times it’s defeated, it always returns. Use the Caller to create adventures involving secret histories, domain-spanning conspiracies
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
upset and plainly states she is summoning the Watch and stalks away with Luna. Two minutes later, Vonnie returns with three city Watch guards and accuses them of harassing her, vandalizing the lift
, or both. The guards arrest the party if the lift appears tampered with. Presenting Vilroy’s writ and explaining the situation causes the guards to back off. Hostile action toward the young lovers or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
returns to slumber in its menhir when there are no more enemies in sight. Standing Gate The crystal menhirs are indestructible and form one of Halaster’s magic gates (see “Gates”). Striking either
menhir with a hard object or targeting it with a shatter spell deals no damage but causes the standing stone to ring loudly, awakening the demon inside. Nothing else causes these demons to awaken. While
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
with him when he leaves Avernus. Its empty iron foundations remain behind to mark the site, and when the tower returns, it locks itself into place with a satisfying clunk. Mordenkainen pays yugoloths
here to assassinate Mordenkainen. If they overhear his discussions with the characters, the assassins decide to alter their plans. Both fiends turn invisible and follow the party in hope of an
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
entire temple shudders. The frost giant scowls, dodges the dragon, and strikes the statue once more, this time breaking off a large chunk. This act of desecration causes cracks to form in the ceiling, and
a safe location (such as area 11) at the last possible moment. In either case, the characters are unlikely to encounter him again unless he makes a surprise reappearance (see the “Harshnag Returns
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
away to her quarters for a moment. When she returns, read the following: Becklin reenters the room carrying a shallow wooden box, approximately three feet to a side. She sets it down gently on a table
the characters the shield only if at least one of them agrees to participate in the Battle of High Hill reenactment. She leaves it to the group to decide which character keeps the shield or how they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
could decide to pay them a visit at their tavern. If he’s told that a gnome and two Zhents were killed in the blast, Renaer drops a bombshell: When the Lords of Waterdeep ousted my father, I thought
friends in the Harpers. A day later, he returns with the following information: The man Fala saw matches the description of Urstul Floxin, a suspected member of the Black Network. Another North Ward
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
and don’t leave area 31. Destroying the monolith causes the limbs and the vestige within to vanish without a trace. Whether the vestige is destroyed or released is for you to decide. Mark of the Raven
monolith dwindles, and the shadowy limbs have disadvantage on attack rolls, ability checks, and saving throws. A character can use the amulet multiple times, but doing so causes the shadowy limbs to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
path. As the DM, you can decide where the characters encounter each of these groups. These encounters are meant to be run separately, although running two encounters back-to-back with no chance for the
represent them) on a rampage. The brigands were driven mad by the journey to Avernus, and have now pledged themselves to their spined devil master. Their madness causes them to bellow and gibber as they
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
con unsuspecting individuals. Gem You carry a seemingly ordinary item stolen from a powerful archmage, and it causes inexplicable things to happen around you. Jester You come from a long tradition of
a hag, in disguise. Ruin A fortune teller warned that you’re destined to cause great destruction, which you’re trying to avoid. Sage You use a divinatory card spread to decide which spells to prepare
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the DM, you decide how much to tell the players and when. All the information the players need to make choices comes from you. Within the rules of the game and the limits of the characters’ knowledge
characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s actions. In combat, everyone takes
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
sections offer more detailed information on how an encounter typically unfolds, in three steps. Step 1: Describe the Situation As the DM, you decide how much to tell the players and when. All the
bookshelf. Outside combat, the characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s






