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Returning 35 results for 'being build during case replace'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
makes two Axe attacks. It can replace one of these attacks with Fell Glare.
Axe. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":""} to hit, reach 5 ft., one target
unexplained phenomenon.
In either case, deathless riders are undeniably real. They are undead knights, once human, who ride undead steeds through the remotest parts of the wilds. They are sometimes
Monsters
Van Richten’s Guide to Ravenloft
unsuspecting victims with their vines or accept captives brought to them by their podling servants. In either case, they drag creatures into their central pod, where potent chemicals render the captive
comatose. Over the course of hours, the creature is dissolved and its body repurposed into a podling duplicate.
Podlings are near-perfect mimics of the creatures they replace. Despite having the
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Multiattack. The witch makes two Poison Dagger attacks. It can replace one of these attacks with Spellcasting.
Poison Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType
, while others animate furniture, weapons, or other objects.
Feel free to build encounters with witches that include additional creatures such as animated armor, a flying sword, a rug of smothering, or a Tiny Beast acting as a spy.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
there is nowhere to move, in which case it needn’t take the Dash action. If the creature ends its turn in a location where it doesn’t have line of sight to Moloch, the creature can repeat
him win back his title.
Rumors suggest that he can often be found in Sigil, where he bargains with yugoloths to build yet another army with which he might invade Malbolge and wrest the throne from
Monsters
Mordenkainen's Fiendish Folio Volume 1
wealth and power with a bitter mix of longing, regret, and shame, seeking always to replace the grandest treasures they once possessed. Simple coins, gems, or trade goods do nothing to satisfy the
roof of a merchant’s home, seizing what they seek, and stalking away before the town watch can rally.
Intricate Networks. Clever, ambitious, and greedy, many fog giants build up whole networks of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effects.
Two Heads. Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.Multiattack. Demogorgon makes two Tentacle attacks. He can replace one attack
hitting him with an attack), there is a 50 percent chance that the illusory duplicate is affected, not Demogorgon, in which case the illusion disappears.
Regional Effects
The region containing Demogorgon
Equipment
Metal tubes ring the lower edge of this wide belt. It is powered by an energy cell stored in a metal case near the buckle. Placing a full energy cell in the belt gives the belt 10 charges
belt has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Backgrounds
Baldur’s Gate: Descent into Avernus
’ve learned that most of the real business of entertainment (or any other venture) happens behind the scenes. It’s easy for you to case what sorts of audiences attend what venue — like
pit fighting club. You can replace the musical instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net.
Suggested Characteristics
Successful
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
become bards, diplomats, mediators, or translators. Others, fascinated by their distant connection to the Fey, seek to build bridges between the Material Plane and the Feywild of Thelanis. These
end the Charmed condition. Fey Gift. You know the Friends cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Cleric, Druid, or Wizard spell list
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
become bards, diplomats, mediators, or translators. Others, fascinated by their distant connection to the Fey, seek to build bridges between the Material Plane and the Feywild of Thelanis. These
end the Charmed condition. Fey Gift. You know the Friends cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Cleric, Druid, or Wizard spell list
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
become bards, diplomats, mediators, or translators. Others, fascinated by their distant connection to the Fey, seek to build bridges between the Material Plane and the Feywild of Thelanis. These
end the Charmed condition. Fey Gift. You know the Friends cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Cleric, Druid, or Wizard spell list
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
their late teens and live less than a century. Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium
HUMAN TRAITS
If your campaign uses the optional feat rules from chapter 6, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
their late teens and live less than a century. Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium
HUMAN TRAITS
If your campaign uses the optional feat rules from chapter 6, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
their late teens and live less than a century. Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium
HUMAN TRAITS
If your campaign uses the optional feat rules from chapter 6, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
sufficiently large, might have one or more farms or villages on it already, in which case the recipient is pronounced lord or lady of the land and is expected to collect taxes, along with any other duties
. A character who receives a parcel of land is free to build on it and is expected to safeguard it. He or she may yield the land as part of an inheritance, but can’t sell or trade it without permission
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
related to the other dragonmarked heirs of the house. In this case, you have much in common with the NPC heirs of your house. The actions of your house influence you, although you and your DM can
determine to what extent you become drawn into house politics. Taking the background associated with your house (such as House Jorasco Heir) is the best way to build your character as a dragonmarked heir
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
related to the other dragonmarked heirs of the house. In this case, you have much in common with the NPC heirs of your house. The actions of your house influence you, although you and your DM can
determine to what extent you become drawn into house politics. Taking the background associated with your house (such as House Jorasco Heir) is the best way to build your character as a dragonmarked heir
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Antigravity Belt Metal tubes ring the lower edge of this wide belt. It is powered by an energy cell stored in a metal case near the buckle. Placing a full energy cell in the belt gives the belt 10
your walking speed. If you are still levitating when the belt deactivates, you fall. Replacing the Energy Cell. While the belt has charges remaining, its energy cell can’t be removed. Once the belt has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Antigravity Belt Metal tubes ring the lower edge of this wide belt. It is powered by an energy cell stored in a metal case near the buckle. Placing a full energy cell in the belt gives the belt 10
your walking speed. If you are still levitating when the belt deactivates, you fall. Replacing the Energy Cell. While the belt has charges remaining, its energy cell can’t be removed. Once the belt has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
sufficiently large, might have one or more farms or villages on it already, in which case the recipient is pronounced lord or lady of the land and is expected to collect taxes, along with any other duties
. A character who receives a parcel of land is free to build on it and is expected to safeguard it. He or she may yield the land as part of an inheritance, but can’t sell or trade it without permission
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
sufficiently large, might have one or more farms or villages on it already, in which case the recipient is pronounced lord or lady of the land and is expected to collect taxes, along with any other duties
. A character who receives a parcel of land is free to build on it and is expected to safeguard it. He or she may yield the land as part of an inheritance, but can’t sell or trade it without permission
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
related to the other dragonmarked heirs of the house. In this case, you have much in common with the NPC heirs of your house. The actions of your house influence you, although you and your DM can
determine to what extent you become drawn into house politics. Taking the background associated with your house (such as House Jorasco Heir) is the best way to build your character as a dragonmarked heir
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
difficulty by having statues depict genies instead of elementals. In this case, replace the four elementals with a dao, a djinni, an efreeti, and a marid. These genies are compelled to attack the characters and can’t be reasoned with.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
difficulty by having statues depict genies instead of elementals. In this case, replace the four elementals with a dao, a djinni, an efreeti, and a marid. These genies are compelled to attack the characters and can’t be reasoned with.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Antigravity Belt Metal tubes ring the lower edge of this wide belt. It is powered by an energy cell stored in a metal case near the buckle. Placing a full energy cell in the belt gives the belt 10
your walking speed. If you are still levitating when the belt deactivates, you fall. Replacing the Energy Cell. While the belt has charges remaining, its energy cell can’t be removed. Once the belt has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
difficulty by having statues depict genies instead of elementals. In this case, replace the four elementals with a dao, a djinni, an efreeti, and a marid. These genies are compelled to attack the characters and can’t be reasoned with.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
progressively harder, or you can change the flavor of encounters, such as adding creatures from a particular environment. One way to accomplish this is to build two encounter decks. Draw cards from the
first encounter deck, and when you remove cards from that deck, replace those cards with an equal number of random cards from the second deck. This method is particularly effective if the second deck
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
progressively harder, or you can change the flavor of encounters, such as adding creatures from a particular environment. One way to accomplish this is to build two encounter decks. Draw cards from the
first encounter deck, and when you remove cards from that deck, replace those cards with an equal number of random cards from the second deck. This method is particularly effective if the second deck
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
progressively harder, or you can change the flavor of encounters, such as adding creatures from a particular environment. One way to accomplish this is to build two encounter decks. Draw cards from the
first encounter deck, and when you remove cards from that deck, replace those cards with an equal number of random cards from the second deck. This method is particularly effective if the second deck
Kobold
Legacy
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races
Volo's Guide to Monsters
sewer tunnels, paying them with food and tools the kobolds wouldn’t have access to on their own. If they are treated well and left alone to do the job, the kobolds work industriously and build a
, they might build a warren and make a permanent home there, while continuing to expand the town’s sewers as the community grows. These so-called “city kobolds” live underground but
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
reorganized, expanded, and rewritten from the 2014 version, and the versions of things in this book replace versions from older books. Here are a few highlights:
Sound Advice. Every chapter (but
.
Expanded and Revised Magic Items. Chapter 7 is packed with new magic items and old ones that have been revised.
Bastions. Chapter 8 has rules that allow player characters to build, maintain, and enjoy
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. Your class’s “Quick Build” section
are replacing your race with a lineage, replace any Ability Score Increase you previously had with these. Languages Your character can speak, read, and write Common and one other language that you and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
mercenary ships to replace the force, funneling ill-gotten proceeds into his own pockets, and leaving both the coffers and the shipyards of Orlumbor high and dry. After Neverember’s ouster
build ships for them, but thankfully, it’s never come to that. Now, Orlumbor once again serves Waterdeep, in exchange for coin, foodstuffs, and other goods from Faerûn.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the rules for monster customization and encounter building in the Dungeon Master’s Guide—to build your own adventures. Consult appendix B for monster lists that will help your adventure building. What’s
of monsters are the same. Much of the book contains new or redesigned elements, and the monsters herein replace versions from older books. Here are highlights:
More Monsters. The number of monsters
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. Your class’s “Quick Build” section
are replacing your race with a lineage, replace any Ability Score Increase you previously had with these. Languages Your character can speak, read, and write Common and one other language that you and






