Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'being border diffusing checks rules'.
Other Suggestions:
being binder diffusing cracks rules
being bonded diffusing cracks rules
being bored diffusing cracks rules
being bonded diffusing checks rolls
being border diffusing cracks rules
Monsters
Lorwyn: First Light
Lorwyn-Shadowmoor sleeps, it often has vivid, dramatic dreams. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots
, restorative slumber. The giant gains 20 Temporary Hit Points and has the Unconscious condition until it takes damage or the end of its next turn. The giant has Advantage on ability checks and saving throws for 1 minute.
Yeth Hound
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
Keen Hearing and Smell. The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Sunlight Banishment. If the yeth hound starts its turn in sunlight, it is transported
to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot
Monsters
Quests from the Infinite Staircase
Industrious. The leprechaun is proficient with all artisan’s tools and adds double its proficiency bonus to ability checks made with them.
Reluctant Refusal. When a creature offers the
roll to use, potentially turning the failure into a success.Leprechauns are manifestations of the Feywild rules of hospitality and reciprocity. These rules infuse leprechauns with a deep connection to
Monsters
Spelljammer: Adventures in Space
object.
Crew of the Last Breath. The following rules apply to Agony the ghost:
As long as the Last Breath has at least 1 hit point, the ghost can’t be permanently slain. If the ghost is reduced
Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying Visage
Monsters
Fizban's Treasury of Dragons
storage. Occasionally, though, a whimsical moonstone dragon delights in shaking things up, insisting that visitors come to the Border Ethereal for a meeting or sleeping in the middle of a heavily
a moonstone dragon’s lair that lie in the Border Ethereal.A Moonstone Dragon’s Lair
For their lairs, moonstone dragons look for places kissed by the moon; lonely peaks, forest clearings
Proficiency Bonus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Rules
checks, saving throws, and attack rolls.
Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your
(History) checks.
In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.
Monsters
Bigby Presents: Glory of the Giants
’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have
disadvantage on Strength and Dexterity checks.
Empowered Frost Giants. Frost giants within 1,000 feet of the scion gain a +7 bonus to attack and damage rolls.
Thriving Wildlife. Beasts reproduce
Backgrounds
Ghosts of Saltmarsh
favorite fishing lure or oiled leather wading boots, a set of traveler’s clothes, and a belt pouch containing 10 gp
FEATURE: HARVEST THE WATER
You gain advantage on ability checks made using
might not.
D6
IDEAL
1
Camaraderie. Good people make even the longest voyage bearable. (Good)
2
Luck. Our luck depends on respecting its rules — now
Monsters
Bigby Presents: Glory of the Giants
envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures
in the area without immunity or resistance to cold damage have disadvantage on Strength and Dexterity checks.
Empowered Frost Giants. Frost giants within 1,000 feet of the scion gain a +7 bonus to
Monsters
Fizban's Treasury of Dragons
things up, insisting that visitors come to the Border Ethereal for a meeting or sleeping in the middle of a heavily trafficked forest on the Material Plane.
Moonstone dragons navigate their
the Material Plane. And features such as the cloud bridges of the silver dragon lair (map 5.13) can be used for the parts of a moonstone dragon’s lair that lie in the Border Ethereal.A Moonstone
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Border Ethereal, unwilling to depart until its work is complete. (For more information on the Border Ethereal, see the “Ethereal Plane” section in the Dungeon Master’s Guide.) Spirit of Macreadus From
the Border Ethereal, the restless spirit of Macreadus can observe happenings in and around the cabin, but it can’t manifest physically on the Material Plane. Characters can see the restless spirit of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Border Ethereal, unwilling to depart until its work is complete. (For more information on the Border Ethereal, see the “Ethereal Plane” section in the Dungeon Master’s Guide.) Spirit of Macreadus From
the Border Ethereal, the restless spirit of Macreadus can observe happenings in and around the cabin, but it can’t manifest physically on the Material Plane. Characters can see the restless spirit of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Border Ethereal, unwilling to depart until its work is complete. (For more information on the Border Ethereal, see the “Ethereal Plane” section in the Dungeon Master’s Guide.) Spirit of Macreadus From
the Border Ethereal, the restless spirit of Macreadus can observe happenings in and around the cabin, but it can’t manifest physically on the Material Plane. Characters can see the restless spirit of
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Using These Rules Each of the book’s adventures includes Exams. Though each character might be a member of a different college at Strixhaven, the adventures assume that the characters take at least
one general education or interdisciplinary course together each year. It is this course that the Exam rules represent. Each Exam encounter has a Studying phase followed by a Testing phase. In general
Senses (Passive Checks)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Rules
rules on hiding in the “Dexterity” section below rely on passive checks, as do the exploration rules in chapter 8, “Adventuring.”
Passive Checks
A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Using These Rules Each of the book’s adventures includes Exams. Though each character might be a member of a different college at Strixhaven, the adventures assume that the characters take at least
one general education or interdisciplinary course together each year. It is this course that the Exam rules represent. Each Exam encounter has a Studying phase followed by a Testing phase. In general
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Using These Rules Each of the book’s adventures includes Exams. Though each character might be a member of a different college at Strixhaven, the adventures assume that the characters take at least
one general education or interdisciplinary course together each year. It is this course that the Exam rules represent. Each Exam encounter has a Studying phase followed by a Testing phase. In general
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
refers to a passive check total as a score. For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14.
The rules on hiding in the “Dexterity” section below rely on passive checks, as do the exploration rules.
Passive Checks A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
hiding in the “Dexterity” section below rely on passive checks, as do the exploration rules in chapter 8, “Adventuring.”
Passive Checks A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
refers to a passive check total as a score. For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14.
The rules on hiding in the “Dexterity” section below rely on passive checks, as do the exploration rules.
Passive Checks A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
hiding in the “Dexterity” section below rely on passive checks, as do the exploration rules in chapter 8, “Adventuring.”
Passive Checks A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Are attack rolls and saving throws basically specialized ability checks? They aren’t. Ability checks, attack rolls, and saving throws are all different kinds of D20 Tests that can be made during a
game of D&D. As such, all three share certain similarities: rolling a d20, being affected by Advantage and Disadvantage, adding modifiers, and comparing the total to a target number. But ability checks
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Are attack rolls and saving throws basically specialized ability checks? They aren’t. Ability checks, attack rolls, and saving throws are all different kinds of D20 Tests that can be made during a
game of D&D. As such, all three share certain similarities: rolling a d20, being affected by Advantage and Disadvantage, adding modifiers, and comparing the total to a target number. But ability checks
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
hiding in the “Dexterity” section below rely on passive checks, as do the exploration rules in chapter 8, “Adventuring.”
Passive Checks A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
refers to a passive check total as a score. For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14.
The rules on hiding in the “Dexterity” section below rely on passive checks, as do the exploration rules.
Passive Checks A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Are attack rolls and saving throws basically specialized ability checks? They aren’t. Ability checks, attack rolls, and saving throws are all different kinds of D20 Tests that can be made during a
game of D&D. As such, all three share certain similarities: rolling a d20, being affected by Advantage and Disadvantage, adding modifiers, and comparing the total to a target number. But ability checks
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the rules on ability checks, saving throws, and attack rolls. Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can
) checks. In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
bonus is used in the rules on ability checks, saving throws, and attack rolls. Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different
Intelligence (History) checks. In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
bonus is used in the rules on ability checks, saving throws, and attack rolls. Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different
Intelligence (History) checks. In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the rules on ability checks, saving throws, and attack rolls. Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can
) checks. In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the rules on ability checks, saving throws, and attack rolls. Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can
) checks. In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
bonus is used in the rules on ability checks, saving throws, and attack rolls. Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different
Intelligence (History) checks. In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
ability check represents the task’s difficulty. The more difficult the task, the higher its DC. The rules provide DCs for certain checks, but the DM ultimately sets them. The Typical Difficulty
Ability Checks An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
ability check represents the task’s difficulty. The more difficult the task, the higher its DC. The rules provide DCs for certain checks, but the DM ultimately sets them. The Typical Difficulty
Ability Checks An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
ability check represents the task’s difficulty. The more difficult the task, the higher its DC. The rules provide DCs for certain checks, but the DM ultimately sets them. The Typical Difficulty
Ability Checks An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering






