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Returning 35 results for 'being bustling diffusing carry rules'.
Classes
Player’s Handbook
; or (B) 150 GP
Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a
.
Gain the Ranger’s level 1 features, which are listed in the Ranger Features table. See the multiclassing rules to determine your available spell slots.
Ranger Features
Armor Class
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Rules
Your Armor Class (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity
modifier. Not all characters wear armor or carry shields, however.
Without armor or a shield, your character's AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield
Monsters
Fizban's Treasury of Dragons
explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8
interested in the shiny baubles people carry than in anything they have to say.
3
I think of ships as kindred spirits and like to rub affectionately against their keels.
4
I like to show
Monsters
Fizban's Treasury of Dragons
characters, and use the Dragon Turtle Spellcasting table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for
making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
Species
Mordenkainen Presents: Monsters of the Multiverse
Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside themselves.
Their
whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When
Monsters
Fizban's Treasury of Dragons
table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply
those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I speak slowly and deliberately
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Mordenkainen Presents: Monsters of the Multiverse
Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease
1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability
Folk Hero
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
, and I carry them so that I will never forget my roots.
5
I protect those who cannot protect themselves.
6
I wish my childhood sweetheart had come with me to pursue my destiny
.
d6
Flaw
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of
Backgrounds
Sword Coast Adventurer's Guide
My tools are symbols of my past life, and I carry them so that I will never forget my roots.
5
I protect those who cannot protect themselves.
6
I wish my childhood sweetheart had come
with me to pursue my destiny.
d6
Flaw
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
How to Use the City A bustling city like Greyhawk can serve the following important functions in a campaign. Background Connections Use the backgrounds of the characters to connect them to people and
known one of the city’s prominent figures for many years, while someone who has just arrived in the city might have a mutual friend with that connection or might carry a letter of introduction
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
How to Use the City A bustling city like Greyhawk can serve the following important functions in a campaign. Background Connections Use the backgrounds of the characters to connect them to people and
known one of the city’s prominent figures for many years, while someone who has just arrived in the city might have a mutual friend with that connection or might carry a letter of introduction
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
How to Use the City A bustling city like Greyhawk can serve the following important functions in a campaign. Background Connections Use the backgrounds of the characters to connect them to people and
known one of the city’s prominent figures for many years, while someone who has just arrived in the city might have a mutual friend with that connection or might carry a letter of introduction
Backgrounds
Baldur’s Gate: Descent into Avernus
, and I will protect the land.
3
A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4
My tools are symbols of my past life, and I carry
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
character searching nowhere near a hidden object, a Wisdom (Perception) check won’t reveal the object, no matter the check’s total. Carrying Objects You can usually carry your gear and treasure without
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
character searching nowhere near a hidden object, a Wisdom (Perception) check won’t reveal the object, no matter the check’s total. Carrying Objects You can usually carry your gear and treasure without
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
character searching nowhere near a hidden object, a Wisdom (Perception) check won’t reveal the object, no matter the check’s total. Carrying Objects You can usually carry your gear and treasure without
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Appendix B: Infernal War Machines Infernal war machines are vehicles built in the Nine Hells and fueled by the souls of the damned. Smaller war machines carry raiding parties or scouts. Larger, more
weapons. An infernal war machine’s engine roars a bass, growling rumble with an undertone of agonized screams as its furnace burns souls for fuel. This appendix includes stat blocks for infernal war machines, rules for running and repairing them, and guidelines for handling chases in Avernus.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
character searching nowhere near a hidden object, a Wisdom (Perception) check won’t reveal the object, no matter the check’s total. Carrying Objects You can usually carry your gear and treasure without
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
character searching nowhere near a hidden object, a Wisdom (Perception) check won’t reveal the object, no matter the check’s total. Carrying Objects You can usually carry your gear and treasure without
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Appendix B: Infernal War Machines Infernal war machines are vehicles built in the Nine Hells and fueled by the souls of the damned. Smaller war machines carry raiding parties or scouts. Larger, more
weapons. An infernal war machine’s engine roars a bass, growling rumble with an undertone of agonized screams as its furnace burns souls for fuel. This appendix includes stat blocks for infernal war machines, rules for running and repairing them, and guidelines for handling chases in Avernus.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
character searching nowhere near a hidden object, a Wisdom (Perception) check won’t reveal the object, no matter the check’s total. Carrying Objects You can usually carry your gear and treasure without
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Appendix B: Infernal War Machines Infernal war machines are vehicles built in the Nine Hells and fueled by the souls of the damned. Smaller war machines carry raiding parties or scouts. Larger, more
weapons. An infernal war machine’s engine roars a bass, growling rumble with an undertone of agonized screams as its furnace burns souls for fuel. This appendix includes stat blocks for infernal war machines, rules for running and repairing them, and guidelines for handling chases in Avernus.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Lifting and Carrying Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry. Carrying Capacity. Your carrying capacity is your Strength
score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it. Push, Drag, or Lift. You can push, drag, or lift
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Lifting and Carrying Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry. Carrying Capacity. Your carrying capacity is your Strength
score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it. Push, Drag, or Lift. You can push, drag, or lift
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Carrying Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry. Carrying Capacity. Your carrying capacity is your Strength score
multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it. Push, Drag, or Lift. You can push, drag, or lift a weight
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
7 GP; or (B) 150 GP Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a
features, which are listed in the Ranger Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Carrying Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry. Carrying Capacity. Your carrying capacity is your Strength score
multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it. Push, Drag, or Lift. You can push, drag, or lift a weight
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Lifting and Carrying Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry. Carrying Capacity. Your carrying capacity is your Strength
score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it. Push, Drag, or Lift. You can push, drag, or lift
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Carrying Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry. Carrying Capacity. Your carrying capacity is your Strength score
multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it. Push, Drag, or Lift. You can push, drag, or lift a weight
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Armor Class Your Armor Class (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your
Dexterity modifier. Not all characters wear armor or carry shields, however. Without armor or a shield, your character’s AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP Far from bustling cities, amid the
in one skill of your choice from the Ranger’s skill list, and training with Light and Medium armor and Shields. Gain the Ranger’s level 1 features, which are listed in the Ranger Features table. See the multiclassing rules in “Creating a Character” to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
or B: (A) Studded Leather Armor, Scimitar, Shortsword, Longbow, 20 Arrows, Quiver, Druidic Focus (sprig of mistletoe), Explorer’s Pack, and 7 GP; or (B) 150 GP Far from bustling cities, amid the
in one skill of your choice from the Ranger’s skill list, and training with Light and Medium armor and Shields. Gain the Ranger’s level 1 features, which are listed in the Ranger Features table. See the multiclassing rules in “Creating a Character” to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
7 GP; or (B) 150 GP Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a
features, which are listed in the Ranger Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
7 GP; or (B) 150 GP Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a
features, which are listed in the Ranger Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Armor Class Your Armor Class (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your
Dexterity modifier. Not all characters wear armor or carry shields, however. Without armor or a shield, your character’s AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries






