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Returning 35 results for 'being bringing defense chasing rules'.
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Monsters
Quests from the Infinite Staircase
, seeking forbidden rituals he hoped could teach him the secrets of everlasting life.
When the lands of Bakar dried up, the faithful stopped bringing offerings to Amun Sa’s tomb. The threat of
by evil, Nafik now rules over the upper halls of Amun Sa’s pyramid and the priests he sentenced to an exanimate eternity.Necrotic, PoisonBludgeoning, Piercing, and Slashing from Nonmagical AttacksFire
races
Mordenkainen Presents: Monsters of the Multiverse
Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s
fairy or the harengon in this section, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2
Deep Dragon Wyrmling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
.
5
While the petty squabbles of other creatures bore and irritate me, I might hear out those who demonstrate an appreciation for the finer things in life by bringing me delicacies like clams or
it to the surface world. Lost and confused, the wyrmling has been captured by a group of cruel adventurers.
3
A deep dragon wyrmling whimsically rules over a worshipful group of kobolds, sending
monsters
miles of the tar-rasque’s lair (i.e. the tar flats) has the following properties:
Earthquakes. The ground shakes at irregular intervals, occasionally bringing with it hostile tar elementals
sulphurous gas.
Hazard: Tar Pits. 20-foot-deep pits of tar have claimed the life of more than one errant adventurer. Tar pits are difficult terrain; see the Tar Pit lair action for rules on sinking
monsters
-rasque’s lair (i.e. the tar flats) has the following properties:
Earthquakes. The ground shakes at irregular intervals, occasionally bringing with it hostile tar elementals.
Fossils. The rocks
.
Hazard: Tar Pits. 20-foot-deep pits of tar have claimed the life of more than one errant adventurer. Tar pits are difficult terrain; see the Tar Pit lair action for rules on sinking into the tar. The
monsters
The area within 6 miles of the tar-rasque’s lair (i.e. the tar flats) has the following properties:
Earthquakes. The ground shakes at irregular intervals, occasionally bringing with it
for rules on sinking into the tar. The save DC is always 14 for tar pits outside of the tar-rasque’s lair.
Lair Actions
While the arcane power crystal within the tar-rasque is intact, the
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Class Features (p. 164) The second sentence has been changed to “You don’t, however, receive the class’s starting equipment, and a few features have additional rules when you’re multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.”
classes
Basic Rules (2014)
important mission beyond the cloister? Perhaps you were cast out because of some violation of the community’s rules. Did you dread leaving, or were you happy to go? Is there something you hope to
Defense, Martial Arts
2nd
+2
1d4
2
+10 ft.
Ki, Unarmored Movement
3rd
+2
1d4
3
+10 ft.
Monastic Tradition, Deflect Missiles
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Class Features When you gain a new level in a class, you get its features for that level. You don’t, however, receive the class’s starting equipment, and a few features have additional rules when you’re multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Class Features When you gain a new level in a class, you get its features for that level. You don’t, however, receive the class’s starting equipment, and a few features have additional rules when you’re multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Class Features When you gain a new level in a class, you get its features for that level. You don’t, however, receive the class’s starting equipment, and a few features have additional rules when you’re multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when
you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting. Channel Divinity If you already have the Channel Divinity feature and gain a level in a class that also grants
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when
you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting. Channel Divinity If you already have the Channel Divinity feature and gain a level in a class that also grants
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Class Features When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when
you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting. Channel Divinity If you already have the Channel Divinity feature and gain a level in a class that also grants
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
associate with different houses but have a common purpose. (See the “Building a Party” section below for suggestions on bringing together a party from different houses.) If the characters work for a single
house or an organization, like the Twelve, that unites them in a mutual purpose, use the group patron rules in Eberron: Rising from the Last War to provide benefits from their shared mission. The House
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
associate with different houses but have a common purpose. (See the “Building a Party” section below for suggestions on bringing together a party from different houses.) If the characters work for a single
house or an organization, like the Twelve, that unites them in a mutual purpose, use the group patron rules in Eberron: Rising from the Last War to provide benefits from their shared mission. The House
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
their reward. Corlie must return to the Sword Coast, but she insists Ironspine Keep needs leaders who can guarantee its defense. The fortress makes an excellent base of operations for future
adventures on the frontier, perhaps using the rules for Bastions set forth in the 2024 Dungeon Master’s Guide. No one knows why Szass Tam wants the fortress, but he’s certain to test its defenders again!
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
their reward. Corlie must return to the Sword Coast, but she insists Ironspine Keep needs leaders who can guarantee its defense. The fortress makes an excellent base of operations for future
adventures on the frontier, perhaps using the rules for Bastions set forth in the 2024 Dungeon Master’s Guide. No one knows why Szass Tam wants the fortress, but he’s certain to test its defenders again!
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
their reward. Corlie must return to the Sword Coast, but she insists Ironspine Keep needs leaders who can guarantee its defense. The fortress makes an excellent base of operations for future
adventures on the frontier, perhaps using the rules for Bastions set forth in the 2024 Dungeon Master’s Guide. No one knows why Szass Tam wants the fortress, but he’s certain to test its defenders again!
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
associate with different houses but have a common purpose. (See the “Building a Party” section below for suggestions on bringing together a party from different houses.) If the characters work for a single
house or an organization, like the Twelve, that unites them in a mutual purpose, use the group patron rules in Eberron: Rising from the Last War to provide benefits from their shared mission. The House
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
known as “the Turnkey” always rules in favor of Boromar Clan members. 3 A halfling pickpocket using alter self to pose as a child of another race plants contraband on people the Boromars are trying to
stray thought might they pick up from an adventurer? 6 A Boromar smuggler is bringing unstable explosives or an especially addictive form of dreamlily into Sharn, and innocents are being hurt.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
known as “the Turnkey” always rules in favor of Boromar Clan members. 3 A halfling pickpocket using alter self to pose as a child of another race plants contraband on people the Boromars are trying to
stray thought might they pick up from an adventurer? 6 A Boromar smuggler is bringing unstable explosives or an especially addictive form of dreamlily into Sharn, and innocents are being hurt.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
known as “the Turnkey” always rules in favor of Boromar Clan members. 3 A halfling pickpocket using alter self to pose as a child of another race plants contraband on people the Boromars are trying to
stray thought might they pick up from an adventurer? 6 A Boromar smuggler is bringing unstable explosives or an especially addictive form of dreamlily into Sharn, and innocents are being hurt.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
jaws. Rather than chasing prey, they use their supernatural gaze to turn creatures to stone and then consume these victims at their leisure. While basilisks are most comfortable in subterranean lairs
ears open.
—X the Mystic’s
Rules of Dungeon Survival
Petrified Basilisk Victims 1d8 A Basilisk Used Its Gaze to Petrify... 1 An adventurer with an ornate key hanging around their neck. 2
Compendium
- Sources->Dungeons & Dragons->Monster Manual
jaws. Rather than chasing prey, they use their supernatural gaze to turn creatures to stone and then consume these victims at their leisure. While basilisks are most comfortable in subterranean lairs
ears open.
—X the Mystic’s
Rules of Dungeon Survival
Petrified Basilisk Victims 1d8 A Basilisk Used Its Gaze to Petrify... 1 An adventurer with an ornate key hanging around their neck. 2
Compendium
- Sources->Dungeons & Dragons->Monster Manual
jaws. Rather than chasing prey, they use their supernatural gaze to turn creatures to stone and then consume these victims at their leisure. While basilisks are most comfortable in subterranean lairs
ears open.
—X the Mystic’s
Rules of Dungeon Survival
Petrified Basilisk Victims 1d8 A Basilisk Used Its Gaze to Petrify... 1 An adventurer with an ornate key hanging around their neck. 2
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
DC 10 Constitution saving throw or gain 1 level of exhaustion. A creature that has a swimming speed can swim all day without penalty and uses the normal forced march rules in the Player’s Handbook. The
, review the rules for underwater combat in the Player’s Handbook. Death Helms a Ghost Ship After the party descends approximately 3,000 feet, the character who has the highest passive Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
DC 10 Constitution saving throw or gain 1 level of exhaustion. A creature that has a swimming speed can swim all day without penalty and uses the normal forced march rules in the Player’s Handbook. The
, review the rules for underwater combat in the Player’s Handbook. Death Helms a Ghost Ship After the party descends approximately 3,000 feet, the character who has the highest passive Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
DC 10 Constitution saving throw or gain 1 level of exhaustion. A creature that has a swimming speed can swim all day without penalty and uses the normal forced march rules in the Player’s Handbook. The
, review the rules for underwater combat in the Player’s Handbook. Death Helms a Ghost Ship After the party descends approximately 3,000 feet, the character who has the highest passive Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
once stood, bringing with it the return of the Incantifers. Members of the Incanterium siphon magic from items, spells, and those who wield them to lengthen their own lifespans. They believe that by
absorbing magic and mastering its rules, one can rewrite reality. Ring Givers Who Give as Much as They Get Factol: Jeremo the Natterer Headquarters: None Aligned Plane: Ysgard Members: Altruists
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
once stood, bringing with it the return of the Incantifers. Members of the Incanterium siphon magic from items, spells, and those who wield them to lengthen their own lifespans. They believe that by
absorbing magic and mastering its rules, one can rewrite reality. Ring Givers Who Give as Much as They Get Factol: Jeremo the Natterer Headquarters: None Aligned Plane: Ysgard Members: Altruists
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
once stood, bringing with it the return of the Incantifers. Members of the Incanterium siphon magic from items, spells, and those who wield them to lengthen their own lifespans. They believe that by
absorbing magic and mastering its rules, one can rewrite reality. Ring Givers Who Give as Much as They Get Factol: Jeremo the Natterer Headquarters: None Aligned Plane: Ysgard Members: Altruists
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
resistance. 6 Every problem can be solved with the use of force. Devil Ideals d6 Ideal 1 Loyalty. I keep my vows to my superior and respect those who do the same. 2 Law. I might not like the rules
War, and our service demands respect. 2 Evil without law is a pointless exercise in destruction. Rules make us what we are. 3 Those who follow me rely on my wisdom to ensure their prosperity. 4 One
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
included in each of your classes’ descriptions. Special rules apply to Extra Attack, Spellcasting, and features (such as Unarmored Defense) that give you alternative ways to calculate your Armor Class
Class Features When you gain a new level in a class, you get its features for that level. A few features have additional rules when you’re multiclassing. Check the information about multiclassing
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
resistance. 6 Every problem can be solved with the use of force. Devil Ideals d6 Ideal 1 Loyalty. I keep my vows to my superior and respect those who do the same. 2 Law. I might not like the rules
War, and our service demands respect. 2 Evil without law is a pointless exercise in destruction. Rules make us what we are. 3 Those who follow me rely on my wisdom to ensure their prosperity. 4 One