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Returning 35 results for 'being blessed diffusing combatants ready'.
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Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Adjudicating Reaction Timing Typical combatants rely on the opportunity attack and the Ready action for most of their reactions in a fight. Various spells and features give a creature more reaction
attack and the shield spell are clear about the fact that they can interrupt their triggers. If a reaction has no timing specified, or the timing is unclear, the reaction occurs after its trigger finishes, as in the Ready action.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Adjudicating Reaction Timing Typical combatants rely on the opportunity attack and the Ready action for most of their reactions in a fight. Various spells and features give a creature more reaction
attack and the shield spell are clear about the fact that they can interrupt their triggers. If a reaction has no timing specified, or the timing is unclear, the reaction occurs after its trigger finishes, as in the Ready action.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Adjudicating Reaction Timing Typical combatants rely on the opportunity attack and the Ready action for most of their reactions in a fight. Various spells and features give a creature more reaction
attack and the shield spell are clear about the fact that they can interrupt their triggers. If a reaction has no timing specified, or the timing is unclear, the reaction occurs after its trigger finishes, as in the Ready action.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
whose shaved head is covered with eye-shaped tattoos. Four other humans stand behind him, ready to jump into the fray. The half-orc cracks her knuckles, roars, and leaps at the tattooed figure — but
before you can see if blood is drawn, a crowd of spectators clusters around the brawl. What do you do?
The human combatants are five members of the Xanathar Guild (CE human bandits). The one with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
whose shaved head is covered with eye-shaped tattoos. Four other humans stand behind him, ready to jump into the fray. The half-orc cracks her knuckles, roars, and leaps at the tattooed figure — but
before you can see if blood is drawn, a crowd of spectators clusters around the brawl. What do you do?
The human combatants are five members of the Xanathar Guild (CE human bandits). The one with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
whose shaved head is covered with eye-shaped tattoos. Four other humans stand behind him, ready to jump into the fray. The half-orc cracks her knuckles, roars, and leaps at the tattooed figure — but
before you can see if blood is drawn, a crowd of spectators clusters around the brawl. What do you do?
The human combatants are five members of the Xanathar Guild (CE human bandits). The one with
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared. Life Domain Spells Cleric Level Prepared Spells 3
yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum. Level 6: Blessed Healer The healing spells
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared. Life Domain Spells Cleric Level Prepared Spells 3
yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum. Level 6: Blessed Healer The healing spells
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells prepared. Life Domain Spells Cleric Level Prepared Spells 3
yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to no more than half its Hit Point maximum. Level 6: Blessed Healer The healing spells
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
adversaries are—how far away and in what direction. Roll Initiative. Everyone involved in the combat encounter rolls Initiative, determining the order of combatants’ turns. Take Turns. Each participant in the
their Initiative count, or Initiative for short. The DM ranks the combatants, from highest to lowest Initiative. This is the order in which they act during each round. The Initiative order remains the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
adversaries are—how far away and in what direction. Roll Initiative. Everyone involved in the combat encounter rolls Initiative, determining the order of combatants’ turns. Take Turns. Each participant in the
their Initiative count, or Initiative for short. The DM ranks the combatants, from highest to lowest Initiative. This is the order in which they act during each round. The Initiative order remains the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
adversaries are—how far away and in what direction. Roll Initiative. Everyone involved in the combat encounter rolls Initiative, determining the order of combatants’ turns. Take Turns. Each participant in the
their Initiative count, or Initiative for short. The DM ranks the combatants, from highest to lowest Initiative. This is the order in which they act during each round. The Initiative order remains the
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
see magic as part of their connection to dragons, and are proud to be blessed with the ability to wield such power. Young kobold sorcerers are trained by elders, and the training has an almost
room to dig, and ready sources of food. Although lairing in these locations puts kobolds in competition with surface-dwelling humanoids, their ability to avoid detection often means their warrens go
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
adversaries are—how far away and in what direction. Roll Initiative. Everyone involved in the combat encounter rolls Initiative, determining the order of combatants’ turns. Take Turns. Each participant in the
their Initiative count, or Initiative for short. The DM ranks the combatants, from highest to lowest Initiative. This is the order in which they act during each round. The Initiative order remains the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
adversaries are—how far away and in what direction. Roll Initiative. Everyone involved in the combat encounter rolls Initiative, determining the order of combatants’ turns. Take Turns. Each participant in the
their Initiative count, or Initiative for short. The DM ranks the combatants, from highest to lowest Initiative. This is the order in which they act during each round. The Initiative order remains the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
adversaries are—how far away and in what direction. Roll Initiative. Everyone involved in the combat encounter rolls Initiative, determining the order of combatants’ turns. Take Turns. Each participant in the
their Initiative count, or Initiative for short. The DM ranks the combatants, from highest to lowest Initiative. This is the order in which they act during each round. The Initiative order remains the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the adventurers at 1st level, begin with the “Trouble in Red Larch” rumors. When the party finishes the “Trouble in Red Larch” adventures, they reach 3rd level, and they’re ready to move on to the
Spies The spies for the elemental cults in Red Larch (Justran Daehl, Ghileeda, and Iraun Thelder) aren’t formidable combatants and are unwilling to fight adventurers. They pass information by slipping
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the adventurers at 1st level, begin with the “Trouble in Red Larch” rumors. When the party finishes the “Trouble in Red Larch” adventures, they reach 3rd level, and they’re ready to move on to the
Spies The spies for the elemental cults in Red Larch (Justran Daehl, Ghileeda, and Iraun Thelder) aren’t formidable combatants and are unwilling to fight adventurers. They pass information by slipping
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the adventurers at 1st level, begin with the “Trouble in Red Larch” rumors. When the party finishes the “Trouble in Red Larch” adventures, they reach 3rd level, and they’re ready to move on to the
Spies The spies for the elemental cults in Red Larch (Justran Daehl, Ghileeda, and Iraun Thelder) aren’t formidable combatants and are unwilling to fight adventurers. They pass information by slipping
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
combatants should be the focus, with turns that happen as quickly as possible. I have a readied action. Can I stop readying to take an opportunity attack? Or is ready a full turn commitment? If you
, initiative is rolled as normal. Then, the first round of combat starts, and the unsurprised combatants act in initiative order. A surprised creature can’t move or take an action or a reaction until its
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
combatants should be the focus, with turns that happen as quickly as possible. I have a readied action. Can I stop readying to take an opportunity attack? Or is ready a full turn commitment? If you
, initiative is rolled as normal. Then, the first round of combat starts, and the unsurprised combatants act in initiative order. A surprised creature can’t move or take an action or a reaction until its
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
combatants should be the focus, with turns that happen as quickly as possible. I have a readied action. Can I stop readying to take an opportunity attack? Or is ready a full turn commitment? If you
, initiative is rolled as normal. Then, the first round of combat starts, and the unsurprised combatants act in initiative order. A surprised creature can’t move or take an action or a reaction until its
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Mortals and Minions Devils and demons are far from the only combatants in the Blood War. Both sides exploit the Material Plane’s most abundant resource — mortal creatures, whose bodies and souls are
the forces of good, but the combatants in the Blood War have no regard for collateral damage — and on the Material Plane, they can cause a lot of it. If agents of Asmodeus discover a thriving demon cult
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Mortals and Minions Devils and demons are far from the only combatants in the Blood War. Both sides exploit the Material Plane’s most abundant resource — mortal creatures, whose bodies and souls are
the forces of good, but the combatants in the Blood War have no regard for collateral damage — and on the Material Plane, they can cause a lot of it. If agents of Asmodeus discover a thriving demon cult
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Mortals and Minions Devils and demons are far from the only combatants in the Blood War. Both sides exploit the Material Plane’s most abundant resource — mortal creatures, whose bodies and souls are
the forces of good, but the combatants in the Blood War have no regard for collateral damage — and on the Material Plane, they can cause a lot of it. If agents of Asmodeus discover a thriving demon cult
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
different combatants to maneuver. The giant moves in the characters’ direction and lashes out. Two duergar guards and two duergar xarrorn (see appendix C) respond to the giant’s roaring, racing in to join
and deal a flat total of 10 damage to the giant each round. Bystanders take cover at once, but duergar citizens are ready to jump in if the guards fail to contain the threat. The giant ignores
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Goblinoid War Camp A goblinoid army doesn’t stay on the move forever, but when they make camp, it isn’t for rest and recreation. A goblinoid war camp is a place that is constantly ready for war, and
distributed throughout the camp in such a way that all the vehicles are accessible and ready to be moved if the rallying horn is blown. Every wagon is under watch by at least two guards, which are responsible
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
different combatants to maneuver. The giant moves in the characters’ direction and lashes out. Two duergar guards and two duergar xarrorn (see appendix C) respond to the giant’s roaring, racing in to join
and deal a flat total of 10 damage to the giant each round. Bystanders take cover at once, but duergar citizens are ready to jump in if the guards fail to contain the threat. The giant ignores
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
different combatants to maneuver. The giant moves in the characters’ direction and lashes out. Two duergar guards and two duergar xarrorn (see appendix C) respond to the giant’s roaring, racing in to join
and deal a flat total of 10 damage to the giant each round. Bystanders take cover at once, but duergar citizens are ready to jump in if the guards fail to contain the threat. The giant ignores
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Goblinoid War Camp A goblinoid army doesn’t stay on the move forever, but when they make camp, it isn’t for rest and recreation. A goblinoid war camp is a place that is constantly ready for war, and
distributed throughout the camp in such a way that all the vehicles are accessible and ready to be moved if the rallying horn is blown. Every wagon is under watch by at least two guards, which are responsible
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Goblinoid War Camp A goblinoid army doesn’t stay on the move forever, but when they make camp, it isn’t for rest and recreation. A goblinoid war camp is a place that is constantly ready for war, and
distributed throughout the camp in such a way that all the vehicles are accessible and ready to be moved if the rallying horn is blown. Every wagon is under watch by at least two guards, which are responsible
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
companions so they’re all ready when destiny calls. Tenets of Glory The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend. Actions over Words. Strive to be
—whether true or exaggerated—of your great deeds. As a bonus action, you gain the following benefits for 1 minute: You are blessed with an otherworldly presence, gaining advantage on all Charisma checks
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they’re all ready when destiny calls. Tenets of Glory
following benefits for 1 minute: You are blessed with an otherworldly presence, gaining advantage on all Charisma checks. Once on each of your turns when you make a weapon attack and miss, you can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
troglodytes on a rudimentary level. Getting a message across in this way requires a successful DC 15 Charisma (Performance) check. 7a. Battle-Ready Troglodytes Ceiling. Stalactites dot the ceiling, which
troglodytes won’t divulge the secret door’s location, and they spit insults at anyone who dares to open it. 7h. Blessed Laogzed This dank cave contains a 5-foot-tall, 8-foot-diameter mud sculpture of a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions so they’re all ready when destiny calls. Tenets of Glory
following benefits for 1 minute: You are blessed with an otherworldly presence, gaining advantage on all Charisma checks. Once on each of your turns when you make a weapon attack and miss, you can






