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Returning 35 results for 'blanket both defying checking rules'.
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blanket both dealing clacking rules
blanket both defining clacking rules
blanket both delving clacking rules
blanket both dying clacking rules
blinked both dying checking rules
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
the following list: Ball Bearings Flask Pouch Basket Grappling Hook Rope Bedroll Hunting Trap Sack Bell Jug Shovel Blanket Lamp Spikes, Iron Block and Tackle Manacles String Bottle, Glass Net
Tinderbox Bucket Oil Torch Caltrops Paper Vial Candle Parchment Crowbar Pole See the rules for the item in the Player’s Handbook. The item lasts until you finish a Long Rest, at which point it vanishes. You
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
the following list: Ball Bearings Flask Pouch Basket Grappling Hook Rope Bedroll Hunting Trap Sack Bell Jug Shovel Blanket Lamp Spikes, Iron Block and Tackle Manacles String Bottle, Glass Net
Tinderbox Bucket Oil Torch Caltrops Paper Vial Candle Parchment Crowbar Pole See the rules for the item in the Player’s Handbook. The item lasts until you finish a Long Rest, at which point it vanishes. You
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
the following list: Ball Bearings Flask Pouch Basket Grappling Hook Rope Bedroll Hunting Trap Sack Bell Jug Shovel Blanket Lamp Spikes, Iron Block and Tackle Manacles String Bottle, Glass Net
Tinderbox Bucket Oil Torch Caltrops Paper Vial Candle Parchment Crowbar Pole See the rules for the item in the Player’s Handbook. The item lasts until you finish a Long Rest, at which point it vanishes. You
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
in crisis. Strict rules of engagement prevent them from impacting local conditions or taking sides in a conflict; their mandate allows them only to extract those in danger and defend themselves if
glory faded. Arayat grew up on the streets until luck brought him to the Radiant Citadel. He soon joined the Shieldbearers, which gave him meaning and purpose. Defying the odds, Arayat has survived
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
in crisis. Strict rules of engagement prevent them from impacting local conditions or taking sides in a conflict; their mandate allows them only to extract those in danger and defend themselves if
glory faded. Arayat grew up on the streets until luck brought him to the Radiant Citadel. He soon joined the Shieldbearers, which gave him meaning and purpose. Defying the odds, Arayat has survived
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
in crisis. Strict rules of engagement prevent them from impacting local conditions or taking sides in a conflict; their mandate allows them only to extract those in danger and defend themselves if
glory faded. Arayat grew up on the streets until luck brought him to the Radiant Citadel. He soon joined the Shieldbearers, which gave him meaning and purpose. Defying the odds, Arayat has survived
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
in crisis. Strict rules of engagement prevent them from impacting local conditions or taking sides in a conflict; their mandate allows them only to extract those in danger and defend themselves if
glory faded. Arayat grew up on the streets until luck brought him to the Radiant Citadel. He soon joined the Shieldbearers, which gave him meaning and purpose. Defying the odds, Arayat has survived
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
in crisis. Strict rules of engagement prevent them from impacting local conditions or taking sides in a conflict; their mandate allows them only to extract those in danger and defend themselves if
glory faded. Arayat grew up on the streets until luck brought him to the Radiant Citadel. He soon joined the Shieldbearers, which gave him meaning and purpose. Defying the odds, Arayat has survived
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
in crisis. Strict rules of engagement prevent them from impacting local conditions or taking sides in a conflict; their mandate allows them only to extract those in danger and defend themselves if
glory faded. Arayat grew up on the streets until luck brought him to the Radiant Citadel. He soon joined the Shieldbearers, which gave him meaning and purpose. Defying the odds, Arayat has survived
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
settlement, that chance is 25 percent. If materials aren’t available, you must wait at least 7 days before checking on the availability again. If a magic item incorporates an item that has a purchase
cost (such as a weapon or a suit of armor), you must also pay that entire cost or craft that item using the rules in “Equipment”. For example, to make +1 Armor (Plate Armor), you must pay 3,500 GP or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
settlement, that chance is 25 percent. If materials aren’t available, you must wait at least 7 days before checking on the availability again. If a magic item incorporates an item that has a purchase
cost (such as a weapon or a suit of armor), you must also pay that entire cost or craft that item using the rules in “Equipment”. For example, to make +1 Armor (Plate Armor), you must pay 3,500 GP or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
settlement, that chance is 25 percent. If materials aren’t available, you must wait at least 7 days before checking on the availability again. If a magic item incorporates an item that has a purchase
cost (such as a weapon or a suit of armor), you must also pay that entire cost or craft that item using the rules in “Equipment”. For example, to make +1 Armor (Plate Armor), you must pay 3,500 GP or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Crafting Magic Items The Player’s Handbook contains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In these rules, “you” refers
, that chance is 25 percent. If materials aren’t available, you must wait at least 7 days before checking on the availability again. If a magic item incorporates an item that has a purchase cost (such as
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Crafting Magic Items The Player’s Handbook contains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In these rules, “you” refers
, that chance is 25 percent. If materials aren’t available, you must wait at least 7 days before checking on the availability again. If a magic item incorporates an item that has a purchase cost (such as
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Crafting Magic Items The Player’s Handbook contains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In these rules, “you” refers
, that chance is 25 percent. If materials aren’t available, you must wait at least 7 days before checking on the availability again. If a magic item incorporates an item that has a purchase cost (such as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inn.) If her sanity is restored, Darribeth becomes her normal self — a curious and kind woman with a flair for magic who doesn’t mind bending rules for the greater good. She speaks Common, Dwarvish
for her spells, a pouch containing 11 gp, a dagger, a canteen, and a worn blanket. Fastened to the backpack is a coiled rope of climbing.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inn.) If her sanity is restored, Darribeth becomes her normal self — a curious and kind woman with a flair for magic who doesn’t mind bending rules for the greater good. She speaks Common, Dwarvish
for her spells, a pouch containing 11 gp, a dagger, a canteen, and a worn blanket. Fastened to the backpack is a coiled rope of climbing.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inn.) If her sanity is restored, Darribeth becomes her normal self — a curious and kind woman with a flair for magic who doesn’t mind bending rules for the greater good. She speaks Common, Dwarvish
for her spells, a pouch containing 11 gp, a dagger, a canteen, and a worn blanket. Fastened to the backpack is a coiled rope of climbing.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sea Characters can row a boat for 8 hours per day, or can row longer at the risk of exhaustion (as per the rules for a forced march in chapter 8 of the Player’s Handbook). A fully crewed sailing
) dropped in the middle of some exotic land. There aren’t rules for determining when a shipwreck happens; it happens when you want or need it to happen.
Even the strongest seafaring ship can founder in a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sea Characters can row a boat for 8 hours per day, or can row longer at the risk of exhaustion (as per the rules for a forced march in chapter 8 of the Player’s Handbook). A fully crewed sailing
) dropped in the middle of some exotic land. There aren’t rules for determining when a shipwreck happens; it happens when you want or need it to happen.
Even the strongest seafaring ship can founder in a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sea Characters can row a boat for 8 hours per day, or can row longer at the risk of exhaustion (as per the rules for a forced march in chapter 8 of the Player’s Handbook). A fully crewed sailing
) dropped in the middle of some exotic land. There aren’t rules for determining when a shipwreck happens; it happens when you want or need it to happen.
Even the strongest seafaring ship can founder in a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in area 8b.) 8b. Behind the Secret Door Fog. A 2-foot-high blanket of fog covers the floor. Hidden under the fog in the northern alcove is a treasure pile (see “Treasure” below).
Standing Stones
stones form one of Halaster’s magic gates (see “Gates”). When a creature comes within 5 feet of the gate, rivulets of blood begin to seep from the standing stones. The rules of this gate are as follows
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
2 lb. 1 GP Barrel 70 lb. 2 GP Basket 2 lb. 4 SP Bedroll 7 lb. 1 GP Bell — 1 GP Blanket 3 lb. 5 SP Block and Tackle 5 lb. 1 GP Book 5 lb. 25 GP Bottle, Glass 2 lb. 2 GP Bucket 2 lb. 5 CP Burglar’s
throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see the Rules Glossary). Ammunition (Varies) Ammunition is required by a weapon that has the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
GP Arcane Focus Varies Varies Backpack 5 lb. 2 GP Ball Bearings 2 lb. 1 GP Barrel 70 lb. 2 GP Basket 2 lb. 4 SP Bedroll 7 lb. 1 GP Bell — 1 GP Blanket 3 lb. 5 SP Block and Tackle 5 lb. 1 GP Book 5 lb
feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see the rules glossary
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in area 8b.) 8b. Behind the Secret Door Fog. A 2-foot-high blanket of fog covers the floor. Hidden under the fog in the northern alcove is a treasure pile (see “Treasure” below).
Standing Stones
stones form one of Halaster’s magic gates (see “Gates”). When a creature comes within 5 feet of the gate, rivulets of blood begin to seep from the standing stones. The rules of this gate are as follows
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in area 8b.) 8b. Behind the Secret Door Fog. A 2-foot-high blanket of fog covers the floor. Hidden under the fog in the northern alcove is a treasure pile (see “Treasure” below).
Standing Stones
stones form one of Halaster’s magic gates (see “Gates”). When a creature comes within 5 feet of the gate, rivulets of blood begin to seep from the standing stones. The rules of this gate are as follows
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
GP Arcane Focus Varies Varies Backpack 5 lb. 2 GP Ball Bearings 2 lb. 1 GP Barrel 70 lb. 2 GP Basket 2 lb. 4 SP Bedroll 7 lb. 1 GP Bell — 1 GP Blanket 3 lb. 5 SP Block and Tackle 5 lb. 1 GP Book 5 lb
feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see the rules glossary
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
2 lb. 1 GP Barrel 70 lb. 2 GP Basket 2 lb. 4 SP Bedroll 7 lb. 1 GP Bell — 1 GP Blanket 3 lb. 5 SP Block and Tackle 5 lb. 1 GP Book 5 lb. 25 GP Bottle, Glass 2 lb. 2 GP Bucket 2 lb. 5 CP Burglar’s
throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see the Rules Glossary). Ammunition (Varies) Ammunition is required by a weapon that has the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
GP Arcane Focus Varies Varies Backpack 5 lb. 2 GP Ball Bearings 2 lb. 1 GP Barrel 70 lb. 2 GP Basket 2 lb. 4 SP Bedroll 7 lb. 1 GP Bell — 1 GP Blanket 3 lb. 5 SP Block and Tackle 5 lb. 1 GP Book 5 lb
feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see the rules glossary
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
2 lb. 1 GP Barrel 70 lb. 2 GP Basket 2 lb. 4 SP Bedroll 7 lb. 1 GP Bell — 1 GP Blanket 3 lb. 5 SP Block and Tackle 5 lb. 1 GP Book 5 lb. 25 GP Bottle, Glass 2 lb. 2 GP Bucket 2 lb. 5 CP Burglar’s
throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see the Rules Glossary). Ammunition (Varies) Ammunition is required by a weapon that has the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
rules for cover, terrain, and so on to the attacks and spells. Chase participants can’t normally make opportunity attacks against each other, since they are all assumed to be moving in the same direction
return the stolen samovar. If the characters return the samovar without opening it, the halfling opens it while checking for damage and releases Baadi (see the previous section). To Navid’s Hideout The
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
rules for cover, terrain, and so on to the attacks and spells. Chase participants can’t normally make opportunity attacks against each other, since they are all assumed to be moving in the same direction
return the stolen samovar. If the characters return the samovar without opening it, the halfling opens it while checking for damage and releases Baadi (see the previous section). To Navid’s Hideout The
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
rules for cover, terrain, and so on to the attacks and spells. Chase participants can’t normally make opportunity attacks against each other, since they are all assumed to be moving in the same direction
return the stolen samovar. If the characters return the samovar without opening it, the halfling opens it while checking for damage and releases Baadi (see the previous section). To Navid’s Hideout The
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
, heal, and get information they need for the next part of their adventures. In addition, they can buy any of the equipment described in the Basic Rules from Myla (see “Kobolds”). During their time at
” in the Basic Rules). She becomes friendly as soon as the characters demonstrate that they care about the cloister’s safety, such as by fighting the zombies at the beach or undertaking any of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
city, patrol its streets, and send raiding parties into the surrounding jungle. Ras Nsi rules over them, but traitorous priests plot his downfall. Salida’s Treachery. One of the guides presented in
known as the King of Feathers (see area 13). Copper Bell has speckled ginger fur and wears a torn blue cloth over her bony shoulders — the blanket used to comfort her cubs when they were infants. She






