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Returning 35 results for 'bonding bring during compared rules'.
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Equipment
Intrepid explorers from Highplume Station in Icewind Dale have descended steam vents to bring useful fungi up from the Underdark. Our expert crafters took it from there.
When you're wearing Warm
Fungal Clothing, you automatically succeed on saving throws against the effects of extreme cold. See chapter 3 of the Dungeon Master's Guide for rules on extreme cold. One pound of fungus is sewn into
Monsters
Mordenkainen Presents: Monsters of the Multiverse
against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long struggle to control
their hunger and violent urges. Eventually, they fight among themselves.
The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu they bring
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Teleport.
Assault (Costs 2 Actions). Titivilus makes one Silver Sword attack, or he uses Frightful Word.Dispater, the gloomy Lord of Dis, rules from his iron palace, seeming to hide behind its
seduced by Titivilus, who beguiled his way into being the primary advisor in Dispater’s household.
Although Titivilus is inferior in physical strength and power when compared to other
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
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
relationships with other sea creatures that can bring them food or treasure, and they sometimes agree to work for creatures who ply them with generous sums of wealth.
Young Dragon Turtle Connections
Species
Mordenkainen Presents: Monsters of the Multiverse
existence, most often to the Material Plane. There they seek to bring a bit of their home plane’s splendor to other worlds.
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
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
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
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
rarity. This section presents a selection of magic items in alphabetical order. See the Dungeon Master’s Guide for the rules on using magic items. Some of the magic items in this chapter are symbiotic
objects created by the daelkyr. While not fully sentient, these symbiotic items are partially organic. Attuning to such an item reflects physically bonding with it. While these objects aren’t evil, some people might be disturbed upon seeing your living armor or tentacle whip!
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
rarity. This section presents a selection of magic items in alphabetical order. See the Dungeon Master’s Guide for the rules on using magic items. Some of the magic items in this chapter are symbiotic
objects created by the daelkyr. While not fully sentient, these symbiotic items are partially organic. Attuning to such an item reflects physically bonding with it. While these objects aren’t evil, some people might be disturbed upon seeing your living armor or tentacle whip!
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
rarity. This section presents a selection of magic items in alphabetical order. See the Dungeon Master’s Guide for the rules on using magic items. Some of the magic items in this chapter are symbiotic
objects created by the daelkyr. While not fully sentient, these symbiotic items are partially organic. Attuning to such an item reflects physically bonding with it. While these objects aren’t evil, some people might be disturbed upon seeing your living armor or tentacle whip!
Goliath
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
single mistake can bring doom to an entire tribe, while an individual’s heroic effort can ensure the entire group’s survival.
Goliaths thus place a premium on self-sufficiency and
mock folk who rely on society’s structures or rules to maintain power.
Survival of the Fittest
Among goliaths, any adult who can’t contribute to the tribe is expelled. A lone goliath has
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
hatred of the civilized races of the world and their need to satisfy the demands of their deities, the orcs know that if they fight well and bring glory to their tribe, Gruumsh will call them home to
infirm. Orcs don’t revere their gods as much as they fear them; every tribe has superstitions about how to avert their wrath or bring their favor. This deep-seated uncertainty and fear comes forth
Backgrounds
Guildmasters’ Guide to Ravnica
successfully prevented a murder, and the would-be perpetrator wants me dead.
5
One of my parents was prominent in the guild, and I resent constantly being compared to that standard.
6
I’ve
the entire city, your place in the Azorius can easily bring you into contact with members of other guilds, for good or ill.
Roll twice on the Azorius Contacts table (for an ally and a rival) and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and discuss house rules, with the goal of ensuring the game is a fun experience for everyone involved. The “Ensuring Fun for All” section in chapter 1 covers some of the most important groundwork you
players are experienced, start the campaign at level 3 instead. (See the Player’s Handbook for rules on starting at higher levels.) Bringing the Party Together During session zero, help the players come
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and discuss house rules, with the goal of ensuring the game is a fun experience for everyone involved. The “Ensuring Fun for All” section in chapter 1 covers some of the most important groundwork you
players are experienced, start the campaign at level 3 instead. (See the Player’s Handbook for rules on starting at higher levels.) Bringing the Party Together During session zero, help the players come
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
edge of Doomspace in 21 days. Bonding with the Crew As they travel to Doomspace, the characters can engage with other crew members. Commodore Krux, Grimzod Gargenhale, and Topolah are particularly fun
the ante. The rules are as follows: Each player chooses any number of d6s and shakes them in a cup. Everyone rolls and reveals their dice at the same time. The player with the highest total wins, but
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
edge of Doomspace in 21 days. Bonding with the Crew As they travel to Doomspace, the characters can engage with other crew members. Commodore Krux, Grimzod Gargenhale, and Topolah are particularly fun
the ante. The rules are as follows: Each player chooses any number of d6s and shakes them in a cup. Everyone rolls and reveals their dice at the same time. The player with the highest total wins, but
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
game is played. For instance, players need to know what happens when one of them misses a session. They need to know whether to bring miniatures, any special rules you’ve decided to use, and how to treat
Chapter 8: Running the Game Rules enable you and your players to have fun at the table. The rules serve you, not vice versa. There are the rules of the game, and there are table rules for how the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and discuss house rules, with the goal of ensuring the game is a fun experience for everyone involved. The “Ensuring Fun for All” section in chapter 1 covers some of the most important groundwork you
players are experienced, start the campaign at level 3 instead. (See the Player’s Handbook for rules on starting at higher levels.) Bringing the Party Together During session zero, help the players come
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
edge of Doomspace in 21 days. Bonding with the Crew As they travel to Doomspace, the characters can engage with other crew members. Commodore Krux, Grimzod Gargenhale, and Topolah are particularly fun
the ante. The rules are as follows: Each player chooses any number of d6s and shakes them in a cup. Everyone rolls and reveals their dice at the same time. The player with the highest total wins, but
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
game is played. For instance, players need to know what happens when one of them misses a session. They need to know whether to bring miniatures, any special rules you’ve decided to use, and how to treat
Chapter 8: Running the Game Rules enable you and your players to have fun at the table. The rules serve you, not vice versa. There are the rules of the game, and there are table rules for how the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
game is played. For instance, players need to know what happens when one of them misses a session. They need to know whether to bring miniatures, any special rules you’ve decided to use, and how to treat
Chapter 8: Running the Game Rules enable you and your players to have fun at the table. The rules serve you, not vice versa. There are the rules of the game, and there are table rules for how the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Table Rules Ideally, players come to the gaming table with the same goal: to have a fun time together. This section gives recommendations for table rules you can establish to help meet that goal
. Here are some fundamentals: Foster respect. Don’t bring personal conflicts to the table or let disagreements escalate into bad feelings. Don’t touch others’ dice if they’re sensitive about it. Avoid
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Table Rules Ideally, players come to the gaming table with the same goal: to have a fun time together. This section gives recommendations for table rules you can establish to help meet that goal
. Here are some fundamentals: Foster respect. Don’t bring personal conflicts to the table or let disagreements escalate into bad feelings. Don’t touch others’ dice if they’re sensitive about it. Avoid
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Table Rules Ideally, players come to the gaming table with the same goal: to have a fun time together. This section gives recommendations for table rules you can establish to help meet that goal
. Here are some fundamentals: Foster respect. Don’t bring personal conflicts to the table or let disagreements escalate into bad feelings. Don’t touch others’ dice if they’re sensitive about it. Avoid
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
need a group of players to bring them to life and a DM to guide their use. The DM is key. Many unexpected things can happen in a D&D campaign, and no set of rules could reasonably account for every
The Role of Rules Why even have a column like Sage Advice when a DM can just make a ruling? Rules are a big part of what makes D&D a game, rather than simply improvised storytelling. The game’s rules
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
players to bring them to life and a DM to guide their use. The DM is key. Many unexpected things can happen in a D&D campaign, and no set of rules could reasonably account for every contingency. If
The Role of Rules Why even have Sage Advice when a DM can just make a ruling? Rules are a big part of what makes D&D a game, rather than simply improvised storytelling. The game’s rules are meant to
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
need a group of players to bring them to life and a DM to guide their use. The DM is key. Many unexpected things can happen in a D&D campaign, and no set of rules could reasonably account for every
The Role of Rules Why even have a column like Sage Advice when a DM can just make a ruling? Rules are a big part of what makes D&D a game, rather than simply improvised storytelling. The game’s rules
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
need a group of players to bring them to life and a DM to guide their use. The DM is key. Many unexpected things can happen in a D&D campaign, and no set of rules could reasonably account for every
The Role of Rules Why even have a column like Sage Advice when a DM can just make a ruling? Rules are a big part of what makes D&D a game, rather than simply improvised storytelling. The game’s rules
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
players to bring them to life and a DM to guide their use. The DM is key. Many unexpected things can happen in a D&D campaign, and no set of rules could reasonably account for every contingency. If
The Role of Rules Why even have Sage Advice when a DM can just make a ruling? Rules are a big part of what makes D&D a game, rather than simply improvised storytelling. The game’s rules are meant to
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
players to bring them to life and a DM to guide their use. The DM is key. Many unexpected things can happen in a D&D campaign, and no set of rules could reasonably account for every contingency. If
The Role of Rules Why even have Sage Advice when a DM can just make a ruling? Rules are a big part of what makes D&D a game, rather than simply improvised storytelling. The game’s rules are meant to
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Chapter 3: Bastions in Khorvaire Chapter 03
Bastions in Khorvaire
Chapter 03
Cullen Cole Adventurers bring a mysterious artifact recovered from Xen’drik
back to their mobile Bastion aboard
a Lyrandar sailing ship The Dungeon Master’s Guide contains the rules for Bastions, which allow characters to establish a base of operations for their adventures. This chapter adds further options for characters to establish Bastions that use Eberron’s special qualities and resources.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Chapter 3: Bastions in Khorvaire Chapter 03
Bastions in Khorvaire
Chapter 03
Cullen Cole Adventurers bring a mysterious artifact recovered from Xen’drik
back to their mobile Bastion aboard
a Lyrandar sailing ship The Dungeon Master’s Guide contains the rules for Bastions, which allow characters to establish a base of operations for their adventures. This chapter adds further options for characters to establish Bastions that use Eberron’s special qualities and resources.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Chapter 3: Bastions in Khorvaire Chapter 03
Bastions in Khorvaire
Chapter 03
Cullen Cole Adventurers bring a mysterious artifact recovered from Xen’drik
back to their mobile Bastion aboard
a Lyrandar sailing ship The Dungeon Master’s Guide contains the rules for Bastions, which allow characters to establish a base of operations for their adventures. This chapter adds further options for characters to establish Bastions that use Eberron’s special qualities and resources.






