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Returning 35 results for 'belong being diffusing carry rules'.
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Classes
Player’s Handbook
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9 GP; or (B) 50 GP
Druids belong to ancient
Traits table: Hit Point Die and training with Light armor and Shields.
Gain the Druid’s level 1 features, which are listed in the Druid Features table. See the multiclassing rules in chapter 2
Monsters
Quests from the Infinite Staircase
", "rollAction":"Deflect Missile"}.Tower hands belong to the Order of the Night Sky, an ancient society of martial artists who protect the sages of the Tower of the Heavens. They rarely speak and carry few
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
Backgrounds
Ghosts of Saltmarsh
’s Code. I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful)
3
All for a Coin. I’ll do nearly anything if it
recover it.
2
I intend to become the leader of the network of smugglers that I belong to.
3
I owe a debt that cannot be repaid in gold.
4
After one last job, I will retire from the
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
Guildmasters’ Guide to Ravnica
appendage. In addition to providing a keen sense of smell, the trunk can be used to lift and carry even heavy objects. The trunk can be used to carry both food and liquid to the mouth and can even act as a
guilds is their sense of the size of the community they belong to. For loxodons in the Selesnya Conclave, their community is the world and all living beings in it—everything valuable, meant to live
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.
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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.
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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
Guildmasters’ Guide to Ravnica
journals or hidden away in someone’s mind. Even you might not be aware of all the reasons behind the missions you carry out. Sometimes a mission’s sole purpose is to conceal the
.
d8
Reason for Infiltration
1
My parents belong to this guild, and I let them think I’m following in their footsteps.
2
I’ve been assigned to track this guild&rsquo
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->Eberron: Forge of the Artificer
houses. This section provides an overview of each house, focusing on opportunities for intrigue within and among the houses. It also includes additional favors available to characters who belong to the
houses, using the renown rules from “Dragonmarked House Renown” earlier in this chapter. LEROY STEINMANN Agents of (Left to Right) House Deneith, House Ghallanda, House Lyrandar, Agents of (Left to
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
houses. This section provides an overview of each house, focusing on opportunities for intrigue within and among the houses. It also includes additional favors available to characters who belong to the
houses, using the renown rules from “Dragonmarked House Renown” earlier in this chapter. LEROY STEINMANN Agents of (Left to Right) House Deneith, House Ghallanda, House Lyrandar, Agents of (Left to
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
houses. This section provides an overview of each house, focusing on opportunities for intrigue within and among the houses. It also includes additional favors available to characters who belong to the
houses, using the renown rules from “Dragonmarked House Renown” earlier in this chapter. LEROY STEINMANN Agents of (Left to Right) House Deneith, House Ghallanda, House Lyrandar, Agents of (Left to
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
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
-tiered caste system made up of lashers, hunters, gatherers, and pariahs. The status of every family in the tribe is based on its importance to the tribe’s survival. Families that belong to the
they frequently carry nets, caltrops, lassos, and nooses on poles for controlling captured creatures. These goblins cook for the tribe, and in times of war they are also responsible for making poison
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Rules of Conduct Although Zybilna is indisposed, three of the rules she put into place when she created her Feywild domain continue to hold weight: the rule of hospitality, the rule of ownership, and
the rule of reciprocity. These three rules are common knowledge in Prismeer, and both natives and visitors would do well to abide by them: Rule of Hospitality. When a friend, an enemy, or a stranger
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Rules of Conduct Although Zybilna is indisposed, three of the rules she put into place when she created her Feywild domain continue to hold weight: the rule of hospitality, the rule of ownership, and
the rule of reciprocity. These three rules are common knowledge in Prismeer, and both natives and visitors would do well to abide by them: Rule of Hospitality. When a friend, an enemy, or a stranger
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Law and Order Everyone in Baldur’s Gate is expected to hew to common law. Murder, theft, assault, blackmail, and fraud all carry severe penalties. Patriars, the wealthy, and the well-connected are
, or vandalism carry commensurate punishments. Time in the stocks, public humiliation, or a fine are the usual judgments. Some patriar families consider petty crimes to be worse than major ones — they
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Rules of Conduct Although Zybilna is indisposed, three of the rules she put into place when she created her Feywild domain continue to hold weight: the rule of hospitality, the rule of ownership, and
the rule of reciprocity. These three rules are common knowledge in Prismeer, and both natives and visitors would do well to abide by them: Rule of Hospitality. When a friend, an enemy, or a stranger
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Law and Order Everyone in Baldur’s Gate is expected to hew to common law. Murder, theft, assault, blackmail, and fraud all carry severe penalties. Patriars, the wealthy, and the well-connected are
, or vandalism carry commensurate punishments. Time in the stocks, public humiliation, or a fine are the usual judgments. Some patriar families consider petty crimes to be worse than major ones — they
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Law and Order Everyone in Baldur’s Gate is expected to hew to common law. Murder, theft, assault, blackmail, and fraud all carry severe penalties. Patriars, the wealthy, and the well-connected are
, or vandalism carry commensurate punishments. Time in the stocks, public humiliation, or a fine are the usual judgments. Some patriar families consider petty crimes to be worse than major ones — they
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Law and Order Everyone in Baldur’s Gate is expected to hew to common law. Murder, theft, assault, blackmail, and fraud all carry severe penalties. Patriars, the wealthy, and the well-connected are
, or vandalism carry commensurate punishments. Time in the stocks, public humiliation, or a fine are the usual judgments. Some patriar families consider petty crimes to be worse than major ones — they
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Law and Order Everyone in Baldur’s Gate is expected to hew to common law. Murder, theft, assault, blackmail, and fraud all carry severe penalties. Patriars, the wealthy, and the well-connected are
, or vandalism carry commensurate punishments. Time in the stocks, public humiliation, or a fine are the usual judgments. Some patriar families consider petty crimes to be worse than major ones — they
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Law and Order Everyone in Baldur’s Gate is expected to hew to common law. Murder, theft, assault, blackmail, and fraud all carry severe penalties. Patriars, the wealthy, and the well-connected are
, or vandalism carry commensurate punishments. Time in the stocks, public humiliation, or a fine are the usual judgments. Some patriar families consider petty crimes to be worse than major ones — they
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Uthgardt belong to the Gray Wolf tribe, use the werewolf statistics for the chieftain and the berserkers, and give the chieftain 90 hit points. Also give the Gray Wolf chieftain 1d4 wolves as animal
companions. The barbarians carry no treasure. Sea. If this encounter occurs at sea, the characters encounter 1d3 longships, each with ten berserkers and thirty tribal warriors aboard. One of the berserkers
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Tower Hand Tower hands belong to the Order of the Night Sky, an ancient society of martial artists who protect the sages of the Tower of the Heavens. They rarely speak and carry few worldly
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Uthgardt belong to the Gray Wolf tribe, use the werewolf statistics for the chieftain and the berserkers, and give the chieftain 90 hit points. Also give the Gray Wolf chieftain 1d4 wolves as animal
companions. The barbarians carry no treasure. Sea. If this encounter occurs at sea, the characters encounter 1d3 longships, each with ten berserkers and thirty tribal warriors aboard. One of the berserkers
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Uthgardt belong to the Gray Wolf tribe, use the werewolf statistics for the chieftain and the berserkers, and give the chieftain 90 hit points. Also give the Gray Wolf chieftain 1d4 wolves as animal
companions. The barbarians carry no treasure. Sea. If this encounter occurs at sea, the characters encounter 1d3 longships, each with ten berserkers and thirty tribal warriors aboard. One of the berserkers
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Tower Hand Tower hands belong to the Order of the Night Sky, an ancient society of martial artists who protect the sages of the Tower of the Heavens. They rarely speak and carry few worldly
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Tower Hand Tower hands belong to the Order of the Night Sky, an ancient society of martial artists who protect the sages of the Tower of the Heavens. They rarely speak and carry few worldly
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






