Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'beyond because deciding correctly rules'.
Other Suggestions:
beyond because deciding currently rules
Magic Items
Dungeon Master’s Guide
+1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.
Monsters
The Book of Many Things
"} poison damage.Delour the wererat is a sly trickster and consummate thief who rules the Moonstalkers alongside his friend Boss Augustus;Augustus. Delour’s honeyed words and calculating mind make
him dangerous. He can smile and shake someone’s hand while simultaneously plotting to ruin that person.
Expanding the guild’s activities beyond thievery was Delour’s idea. He
Moonblade
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moonblade an additional property. The DM chooses each property or
this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action.
00
The moonblade functions as a vorpal sword.
Sentience
A
Species
Mordenkainen Presents: Monsters of the Multiverse
Underdark and beyond.
Like other dwarves, duergar typically have a life span of 350 years.
Creating Your Character
At 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 Score Increases
When determining your character’s ability scores, increase
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future
give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region’s culture or to the
Species
Spelljammer: Adventures in Space
blossom into hard feelings, loud arguments, and head-butting contests, but they rarely escalate beyond that.
Creating Your Character
When you create your D&D character, you decide whether your
character is a member of the human race or one of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation
Monk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
races
Mutations table for ideas, or create your own. These secondary mutations are disturbing, but they don’t change the rules of how that character is played or grant mechanical benefits. For example
they show images or words, or are they incomprehensible?
6
Ageless. The passage of time affects your appearance differently than others. Do you appear old beyond your years, or look surprisingly
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Middle Path Many DMs find that using a combination of the two approaches works best. By balancing the use of dice against deciding on success, you can encourage your players to strike a balance
between relying on their bonuses and abilities and paying attention to the game and immersing themselves in its world. Remember that dice don’t run your game — you do. Dice are like rules. They’re
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Middle Path Many DMs find that using a combination of the two approaches works best. By balancing the use of dice against deciding on success, you can encourage your players to strike a balance
between relying on their bonuses and abilities and paying attention to the game and immersing themselves in its world. Remember that dice don’t run your game — you do. Dice are like rules. They’re
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Middle Path Many DMs find that using a combination of the two approaches works best. By balancing the use of dice against deciding on success, you can encourage your players to strike a balance
between relying on their bonuses and abilities and paying attention to the game and immersing themselves in its world. Remember that dice don’t run your game — you do. Dice are like rules. They’re
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
session and for creating situations that facilitate fun. Improviser. A big part of being the DM is deciding how to apply the rules as you go and imagining the consequences of the characters’ actions in a
way that will make the game fun for everyone. Referee. When it’s not clear what ought to happen next, the DM decides how to apply the rules. Storyteller. The DM crafts adventures, setting situations in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
session and for creating situations that facilitate fun. Improviser. A big part of being the DM is deciding how to apply the rules as you go and imagining the consequences of the characters’ actions in a
way that will make the game fun for everyone. Referee. When it’s not clear what ought to happen next, the DM decides how to apply the rules. Storyteller. The DM crafts adventures, setting situations in
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
session and for creating situations that facilitate fun. Improviser. A big part of being the DM is deciding how to apply the rules as you go and imagining the consequences of the characters’ actions in a
way that will make the game fun for everyone. Referee. When it’s not clear what ought to happen next, the DM decides how to apply the rules. Storyteller. The DM crafts adventures, setting situations in
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
session and for creating situations that facilitate fun. Improviser. A big part of being the DM is deciding how to apply the rules as you go and imagining the consequences of the characters’ actions in a
way that will make the game fun for everyone. Referee. When it’s not clear what ought to happen next, the DM decides how to apply the rules. Storyteller. The DM crafts adventures, setting situations in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
session and for creating situations that facilitate fun. Improviser. A big part of being the DM is deciding how to apply the rules as you go and imagining the consequences of the characters’ actions in a
way that will make the game fun for everyone. Referee. When it’s not clear what ought to happen next, the DM decides how to apply the rules. Storyteller. The DM crafts adventures, setting situations in
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
session and for creating situations that facilitate fun. Improviser. A big part of being the DM is deciding how to apply the rules as you go and imagining the consequences of the characters’ actions in a
way that will make the game fun for everyone. Referee. When it’s not clear what ought to happen next, the DM decides how to apply the rules. Storyteller. The DM crafts adventures, setting situations in
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Chapter 1: This Is Your Life The character creation rules in the Player’s Handbook provide all the information you need to define your character in preparation for a life of adventuring. What they
experience before deciding to become an adventurer? What were the circumstances of your birth? How large is your family, and what sorts of relationships do you have with your relatives? Which people
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Chapter 1: This Is Your Life The character creation rules in the Player’s Handbook provide all the information you need to define your character in preparation for a life of adventuring. What they
experience before deciding to become an adventurer? What were the circumstances of your birth? How large is your family, and what sorts of relationships do you have with your relatives? Which people
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Chapter 1: This Is Your Life The character creation rules in the Player’s Handbook provide all the information you need to define your character in preparation for a life of adventuring. What they
experience before deciding to become an adventurer? What were the circumstances of your birth? How large is your family, and what sorts of relationships do you have with your relatives? Which people
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
never in sunshine?” The answer is “The letter O.” The rules of this gate are as follows: If the riddle is answered aloud and correctly by someone within 30 feet of the arch, the gate opens for 1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
never in sunshine?” The answer is “The letter O.” The rules of this gate are as follows: If the riddle is answered aloud and correctly by someone within 30 feet of the arch, the gate opens for 1
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
riddle, the ghost can explain the rules more clearly: Objective. The characters must guess which cards are in the ghost’s hand and in what order. Rules. To make their first guess, the characters must
can use this information to make another guess by placing four more cards in the next row down. Winning the Game. There are ten rows for cards, meaning the characters have ten chances to correctly
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
riddle, the ghost can explain the rules more clearly: Objective. The characters must guess which cards are in the ghost’s hand and in what order. Rules. To make their first guess, the characters must
can use this information to make another guess by placing four more cards in the next row down. Winning the Game. There are ten rows for cards, meaning the characters have ten chances to correctly
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
riddle, the ghost can explain the rules more clearly: Objective. The characters must guess which cards are in the ghost’s hand and in what order. Rules. To make their first guess, the characters must
can use this information to make another guess by placing four more cards in the next row down. Winning the Game. There are ten rows for cards, meaning the characters have ten chances to correctly
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
never in sunshine?” The answer is “The letter O.” The rules of this gate are as follows: If the riddle is answered aloud and correctly by someone within 30 feet of the arch, the gate opens for 1
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Social Interaction The keep offers ample opportunities for characters to socialize with its inhabitants. All NPCs in the keep are initially Indifferent toward the characters. For more about NPC attitudes, see the D&D Beyond Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
If You’re the Dungeon Master Follow these steps if you’re the DM: Review the D&D Beyond Basic Rules. Familiarize yourself with the D&D Beyond Basic Rules and its organization. You don’t need to
with sidebars that help you run the adventure. Now you’re ready to play D&D! Play On D&D Beyond
Bring your adventure to life with the Maps VTT, the official virtual tabletop for Dungeons & Dragons
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Resting Threats abound within the caves. The characters can take only Short Rests within them. To take a Long Rest, they must first exit any cave they’re in. For more on resting, see the D&D Beyond Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Resting Unlike in the other two adventure settings, the keep is a safe place to rest and resupply. The characters can freely take Long Rests in the keep. For more on resting, see the D&D Beyond Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Resting Unlike in the other two adventure settings, the keep is a safe place to rest and resupply. The characters can freely take Long Rests in the keep. For more on resting, see the D&D Beyond Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Resting Unlike in the other two adventure settings, the keep is a safe place to rest and resupply. The characters can freely take Long Rests in the keep. For more on resting, see the D&D Beyond Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Resting Threats abound within the caves. The characters can take only Short Rests within them. To take a Long Rest, they must first exit any cave they’re in. For more on resting, see the D&D Beyond Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Social Interaction The keep offers ample opportunities for characters to socialize with its inhabitants. All NPCs in the keep are initially Indifferent toward the characters. For more about NPC attitudes, see the D&D Beyond Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Social Interaction The keep offers ample opportunities for characters to socialize with its inhabitants. All NPCs in the keep are initially Indifferent toward the characters. For more about NPC attitudes, see the D&D Beyond Basic Rules.






