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Returning 35 results for 'border before decide combat received'.
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Spells
Player’s Handbook
the steed’s creature type—Celestial, Fey, or Fiend—which determines certain traits in the stat block.
Combat. The steed is an ally to you and your allies. In combat, it shares your
Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately
Monsters
Candlekeep Mysteries
animals, thunderwave
2nd level (3 slots): animal messenger, barkskin
Feline Agility. When K’Tulah moves on her turn in combat, she can double her speed until the end of the turn. Once she uses
","rollDamageType":"slashing"} slashing damage.K’Tulah is a gregarious tabaxi, a catlike humanoid. She arrived at Candlekeep six days ago and received permission to use the library to conduct her
Monsters
Vecna: Eve of Ruin
When Zybilna received Alustriel Silverhand’s summons to combat Vecna, the archfey was sorely needed in Prismeer. As a compromise, and to honor Tasha’s friendship with Alustriel, Zybilna
Half-Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
-orcs hear the whispers of Gruumsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh’s exultation when they join in melee combat — and either
name for a human name. Some half-orcs with human names decide to adopt a guttural orc name because they think it makes them more intimidating.
Male Orc Names: Dench, Feng, Gell, Henk, Holg, Imsh, Keth
Initiative
Legacy
This doesn't reflect the latest rules and lore.
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Rules
Initiative determines the order of turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The DM
rolls for monsters.Surprise. If a combatant is surprised by combat starting, that combatant has Disadvantage on their Initiative roll. For example, if an ambusher starts combat while hidden from a
Backgrounds
Sword Coast Adventurer's Guide
your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret
inheritor.
Your bond might be directly related to your inheritance, or to the person from whom you received it. Your ideal might be influenced by what you know about your inheritance, or by what you
Rogue
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the
skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. A rogue
Backgrounds
Guildmasters’ Guide to Ravnica
coins
Feature: Undercity Paths
You know hidden, underground pathways that you can use to bypass crowds, obstacles, and observation as you move through the city. When you aren’t in combat, you
of my parents is an elite assassin, a member of the Ochran.
2
I learned combat from a kraul.
3
I know a medusa who is stationed in the guildhall.
4
I had a torrid romance with a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Encounter 1: Alley Use map 4.1 for this encounter. The buildings that border the alley are 30 feet (three stories) high unless you decide otherwise. Since this encounter occurs outdoors, be mindful of any weather effects in play.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
NPCs made the challenge easier. (See also “Nonplayer Characters” in chapter 3.) Noncombat Challenges You decide whether to award XP to characters for overcoming challenges outside combat. If the
the total XP value of the monsters evenly among themselves. If the party received substantial assistance from one or more NPCs, count those NPCs as party members when dividing up the XP, since the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
accomplished veteran of the craft. That instructor was, or perhaps still is, well versed in a certain aspect of combat that relates to the student’s background. If you decide that your character had an
Instructor Some fighters are natural-born combatants who have a talent for surviving in battle. Others learned the basics of their combat prowess in their formative years from spending time in a
Bard
Legacy
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Classes
Basic Rules (2014)
, ensuring that her companions’ words will be well received. Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds
versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Answering the Summons When Zybilna received Alustriel Silverhand’s summons to combat Vecna, the archfey was sorely needed in Prismeer. As a compromise, and to honor Tasha’s friendship with Alustriel
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
others can be exploited through bribes, favors, or threats.
As creatures devoid of emotion, yuan-ti exhibit behavior and use tactics that exemplify that outlook (or lack of one). Whether in combat
the gods or as food.
Depend on Deceit
Yuan-ti have no sense of honorable combat. They are naturally stealthy, and if they can sneak up on enemies, either in an ambush or to murder them in their sleep
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
received substantial assistance from one or more NPCs, count those NPCs as party members when dividing up the XP. (Because the NPCs made the fight easier, individual characters receive fewer XP.) Chapter 3, "Creating Adventures" provides guidelines for designing combat encounters using experience points.
Experience Points Experience points (XP) fuel level advancement for player characters and are most often the reward for completing combat encounters. Each monster has an XP value based on its
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
unnatural shade of orange. You can decide why the characters are traveling in the region; they might just be passing through or be traveling to the town of Arborean Springs. Perhaps local residents sent
messengers to nearby communities seeking help from adventurers. The characters might all have dreamed about a lush valley threatened by wildfires or received a divine message directing them to the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
throughout the plane are curtains of vaporous color, and passing through a curtain leads a traveler to a region of the Border Ethereal connected to a specific Inner Plane, the Material Plane, the Feywild
, or the Shadowfell. The color of the curtain indicates the plane whose Border Ethereal the curtain conceals; see the Ethereal Curtains table. Ethereal Curtains d8 Plane Color of Curtain 1
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Initiative Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The DM makes one
among tied DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character. Optionally, the DM
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
archery contest or a game of darts. Assign an Armor Class to the target, decide whether the character is proficient with the weapon used, then have the player make an attack roll. (See also “Degrees of Success” in this chapter.)
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Initiative Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The DM makes one
among tied DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character. Optionally, the DM
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ethereal Plane The Ethereal Plane is a misty, fogbound dimension. Its “shores,” called the Border Ethereal, overlap the Material Plane, the Feywild, the Shadowfell, and the Inner Planes, and every
location on those planes has a corresponding location on the Ethereal Plane. Visibility in the Border Ethereal is usually limited to 60 feet. The plane’s depths comprise a region of swirling mist and
Paladin
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the
while you were at prayer? Did another paladin sense the potential within you and decide to train you as a squire? Or did some terrible event—the destruction of your home, perhaps—drive you to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Noncombat Challenges You decide whether to award experience to characters for overcoming challenges outside combat. If the adventurers complete a tense negotiation with a baron, forge a trade
agreement with a clan of surly dwarves, or successfully navigate the Chasm of Doom, you might decide that they deserve an XP reward.
As a starting point, use the rules for building combat encounters in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Celestials Various Celestials watch over the Outlands, particularly those reaches that border the Upper Planes. Angels and archons (presented later in this book) are particularly common. Some seek to
corner of the Outlands overrun by demons. 2 Wearing grim armor and displaying a rust-colored horn, a unicorn influenced by Acheron challenges all it encounters to mortal combat. 3 A fallen deva, now
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Old Flame I have a lover in Ten-Towns whom I haven’t seen in years. At any time outside of combat, I can decide who the lover is by choosing an NPC in Ten-Towns that I can see. Once I make this
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Flight to Steel Springs Assuming the characters head to Steel Springs, they arrive as Kalaman’s forces engage the Dragon Army. However, Kalaman received faulty intelligence, and its troops are badly
outnumbered. Rather than joining the Kalaman forces in their advance, the characters find themselves defending a retreat. The adventure unfolds in one of two ways: With Mass Combat. If you’re using
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
to decide on a course of action for when the drowned ones breach the defenses. The survivors do not participate in combat against the drowned ones. Even if they aid in the defensive preparations, come nightfall they retreat to area 25.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
The Order of Combat A typical combat encounter is a clash between two sides: a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes combat into a cycle of rounds
and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of combat when everyone
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
The Order of Combat A typical combat encounter is a clash between two sides: a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes combat into a cycle of rounds
and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of combat when everyone
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rolling Initiative Combat starts when—and only when—you say it does. Some characters have abilities that trigger on an Initiative roll; you, not the players, decide if and when Initiative is rolled
anticipate the spell. Using Initiative Scores You can get to the action of combat more quickly by using Initiative scores instead of rolling. You might decide to use Initiative scores just for
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
K’Tulah Neutral good tabaxi scholar (age 30) K’Tulah is a gregarious tabaxi, a catlike humanoid. She arrived at Candlekeep six days ago and received permission to use the library to conduct her
with the following changes: K’Tulah speaks Common and Druidic, and she has darkvision out to a range of 60 feet. When K’Tulah moves on her turn in combat, she can double her speed until the end of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
know each character’s AC, you don’t need to ask whether a monster’s attack hits. Help Players Keep Up. If a player isn’t sure what to do on their turn in combat, help the player decide by offering a
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
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
and places and for characters to make choices. Encounters can involve exploration (interacting with the environment, including puzzles), social interaction with creatures, or combat. The Player’s
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
and places and for characters to make choices. Encounters can involve exploration (interacting with the environment, including puzzles), social interaction with creatures, or combat. The following
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






