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Returning 35 results for 'blessing before descent combat resolve'.
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blessings before deceit combat resolve
blessings before descent combat resolve
blessings before descend combat remove
Monsters
Spelljammer: Adventures in Space
damage.Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall’s damage to 0, provided it isn’t wearing heavy armor.
Uncanny Dodge. The
. A hadozee accustomed to space travel knows how to use a ship’s gravity plane to its advantage in combat, by diving off one side of the ship, gliding under the keel, and appearing on the opposite side of the ship from where it leapt off.
Monsters
Spelljammer: Adventures in Space
":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall’s damage to 0
glide. A hadozee accustomed to space travel knows how to use a ship’s gravity plane to its advantage in combat, by diving off one side of the ship, gliding under the keel, and appearing on the opposite side of the ship from where it leapt off.
Monsters
The Wild Beyond the Witchlight
False Appearance. If the doll is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the doll move or act, that creature must
living doll is a mean spirit that encourages those around it to behave badly toward others. The doll takes pleasure in tormenting the guilt-ridden and despondent, hastening their descent into depression
Magic Items
Monstrous Compendium Vol. 2: Dragonlance Creatures
This heavy mace has a dark oaken handle and a head of blackened steel trimmed with gold. In combat, the mace’s head is wreathed in inky black energy.
You gain a +3 bonus to attack and damage
attuned to Nightbringer:
Blessing of the Dragon Queen. You are immune to the charmed and frightened conditions, and you gain immunity to one of the following damage types (choose when you attune to the
Monsters
Mythic Odysseys of Theros
called stratians, number among the fiercest soldiers on Theros. They train relentlessly and possess unflinching resolve. In the annals of Akros, tales abound of squads of stratians that defended a
glorification of the warrior's spirit, the basis of an ethos that forges an unbreakable bond between members of a military unit. In combat, hoplites typically work in groups and use coordinated tactics to
Monsters
Spelljammer: Adventures in Space
","rollAction":"Musket"} to hit, range 40/120 ft., one target. Hit: 16 (2d12 + 3);{"diceNotation":"2d12+3","rollType":"damage","rollAction":"Musket","rollDamageType":"piercing"} piercing damage.Safe Descent
ability comes in handy, as does their ability to glide. A hadozee accustomed to space travel knows how to use a ship’s gravity plane to its advantage in combat, by diving off one side of the
Magic Items
Storm King's Thunder
used as part of rituals to resolve disputes. The gavel has the following properties.
Arbiter’s Shield. At the start of every combat, attack rolls against you have disadvantage before the start of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"damage","rollAction":"Rock","rollDamageType":"bludgeoning"} bludgeoning damage.To hold its place or rise within the ordning, a frost giant must routinely face mighty foes in single combat. Some seek
“blessing” and worship of Vaprak from one generation to the next.ColdVaprak’s Rage (Recharges after a Short or Long Rest). The giant enters a rage. The rage lasts for 1 minute or until
Sorcerer
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as
apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
scythe. Only a skilled and determined hero can hope to survive single combat with an orc.
Savage and fearless, orc tribes are ever in search of elves, dwarves, and humans to destroy. Motivated by their
battle or illness, but an orc can live to about 40, remaining healthy almost up until the end. Luthic’s divine blessing can further extend an orc’s life, though Gruumsh is never happy when
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Mixed Heritage Half-elves are a diverse lot, given the number of combinations of elf subraces and human ethnicities in their ranks. Most of them consider their dual nature a blessing more than a
allows it, your half-elf character can forgo Skill Versatility and instead take a trait based on your elf parentage:
A half-elf of wood elf descent can choose the wood elf’s Elf Weapon Training
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Attack Rolls In combat, an attack roll is used to determine whether an attack hits. You can also use attack rolls to resolve noncombat activities that are similar to attacks in combat, such as an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Running Social Interaction During a social interaction, the adventurers usually have a goal. They want to extract information, secure aid, win someone’s trust, escape punishment, avoid combat
rarely come into play. Other DMs resolve interactions by having characters make Charisma checks. Most games fall somewhere in between, balancing roleplaying with the occasional ability check.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some
sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some
sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Social Interaction During a social interaction, the adventurers usually have a goal. They want to extract information, secure aid, win someone’s trust, escape punishment, avoid combat, negotiate a
roleplaying exercise, where dice rarely come into play. Other DMs prefer to resolve the outcome of an interaction by having characters make Charisma checks. Either approach works, and most games fall
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s actions. In combat, everyone takes
chapter 2 offers advice on combat. Spellcasting. If a character casts a spell, you can usually let the player tell you what the spell does and how to resolve it. If questions arise, read the text of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
bookshelf. Outside combat, the characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s
actions. In combat, everyone takes turns in Initiative order. Step 3: Describe What Happens After the players describe their characters’ actions, it’s the DM’s job to resolve those actions, guided by the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Casualties Slaying a ship’s crew reduces the number of actions most ships can take, making the crew a tempting target in combat. Resolve individual attacks as normal, using the guidelines for
Crew in Combat Managing a ship’s entire crew in combat can prove cumbersome, especially as larger ships often host dozens of sailors. Typically the crew is too busy managing the ship to do anything
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
be accomplished without slaying it. If the characters strike a truce with a creature, award them XP as if they had defeated it in combat. The characters will most likely arrive here by way of the
begins its lengthy, tumultuous descent into the Underdark — a voyage no ordinary boat or raft can survive.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Large Groups The biggest considerations with large groups are maintaining order at the table and keeping combat from becoming too slow. Structured Turns If you find yourself in a situation where
individual players are having trouble getting a chance to do things during exploration or social interaction, have the characters roll Initiative and act in Initiative order, just as you do in combat
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
combat, carving out vicious fiefdoms for themselves. Mad Maggie is one such warlord. Mad Maggie is a night hag with the demeanor of a kindly grandmother, but her warm smile masks a cruel cunning. In
redcaps, Maggie found pieces of a beautiful tapestry that chronicled the fall of Zariel. It recounted the angel’s descent into Avernus, her betrayal at the hands of the Hellriders, and her submission
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
subtlety and precision over simply busting heads. Add in your knowledge of the more cerebral aspects of combat, including all-important insight into the strengths and weaknesses of the enemy, and it’s
look at the balance sheet. But there’s one exception to that nonrule that can make a big difference in the successful operation of a franchise — the focused, no-frills approach to combat of the champion
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
Rhythm of Play The three main pillars of D&D play are social interaction, exploration, and combat. Whichever one you’re experiencing, the game unfolds according to this basic pattern: The Dungeon
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
Rhythm of Play The three main pillars of D&D play are social interaction, exploration, and combat. Whichever one you’re experiencing, the game unfolds according to this basic pattern: The Dungeon
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
heroes to spirits in ways they won’t predict, such as revealing that a phantasmal villain was a hero’s ancestor. Heroes are pure-hearted or unsuspecting individuals whose resolve is shaken by the story’s
events. Look for ways to test heroes’ psychology with your hauntings. Heroes need agency—a way to put spirits to rest. Once the story is revealed, ensure the way to combat the haunting is clear. Spirits are often evil, but they need not be. A spirit might appear to warn heroes of impending doom.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Interacting with Objects Interacting with objects is often simple to resolve. The player tells the DM that their character is doing something, such as moving a lever or opening a door, and the DM
as in combat, interactions with objects are limited: one free interaction per turn. That interaction must occur during a creature’s movement or action. Any additional interactions require the Utilize
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Interacting with Objects Interacting with objects is often simple to resolve. The player tells the DM that their character is doing something, such as moving a lever or opening a door, and the DM
as in combat, interactions with objects are limited: one free interaction per turn. That interaction must occur during a creature’s movement or action. Any additional interactions require the Utilize
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
: 20 tons Hit Points: 300 Crew: 13 Damage Threshold: 15 Keel/Beam: 250 ft./25 ft. Speed: Fly 30 ft. (3½ mph) Cost: 25,000 gp Using Roles in Combat During each round of combat, a ship has its own turn
and the members of its crew resolve its actions. Actions available to each crew member are dependent upon their assigned roles.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
road, or a situation the characters are asked to resolve. You decide the scope of the decision the characters must make. You can ask them to make a simple choice (“Do you want to take the path along
small dungeon or an encounter (which might involve multiple ability checks or even combat). Let the character of the player who flipped the card be the focus of the day’s events and make any required
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
on mortal heroes to act like heroes. With those principles in mind, you might have gods intervene in dire situations in one of these ways: Blessings. A god might bestow a Blessing (see “Supernatural
Gifts” in this chapter) to help a character in need. Emissaries. A god might send a Celestial, a Fiend, or some other kind of emissary to aid a character with information, guidance, or combat
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Immersive Storytelling Waterdeep is threatened by political turmoil. The adventurers must convince the Masked Lords, the city’s secret rulers, to resolve their differences, but can do so only after
both the characters and the lords have come to terms with their differing outlooks and agendas. This style of gaming is deep, complex, and challenging. The focus isn’t on combat but on negotiations
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
other dragonnels to help them escape. Floating Rocks The characters find their path impeded by a 30-foot ascent or descent between levels of the ruins. A character can jump between a series of floating
appendix B for both stat blocks) spots the characters and attacks. At the end of the first round of combat, roll a die. If you roll an even number, a random draconian is affected as if by the levitate
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don’t need to take turns, but the DM listens to every player and decides how to resolve
the flow of the game right back to step 1.
This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a mighty dragon
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in action.) In such situations, have the characters take turns, though it’s usually not necessary to roll Initiative as you would in a combat encounter. Resolve one character’s actions before moving






