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Returning 35 results for 'borders boggarts diffusing counting rule'.
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Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
complex personalities. Powerful archfey such as the Summer Queen and the Queen of Air and Darkness rule vast domains, and their influence is so great that their courts stretch beyond the borders of their
Domains of Delight to the far ends of the Feywild. Other, lesser known archfey rule domains that are minuscule by comparison, but no less wondrous. A unicorn and its rider defend an archfey’s palace
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Lorwyn-Shadowmoor. This realm consists of opposing lands that twist together, their borders constantly in flux. The land of Lorwyn teems with colorful creeks, bright meadows, verdant forests, and
fairies, learn alchemy from goblin-like boggarts, or explore enlightenment with genasi-like flamekin. The risks to adventurers are real, but any foray into this realm could lead to the discovery of spectacular treasure not found elsewhere. The options for adventure here are limitless.
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
complex personalities. Powerful archfey such as the Summer Queen and the Queen of Air and Darkness rule vast domains, and their influence is so great that their courts stretch beyond the borders of their
Domains of Delight to the far ends of the Feywild. Other, lesser known archfey rule domains that are minuscule by comparison, but no less wondrous. A unicorn and its rider defend an archfey’s palace
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
complex personalities. Powerful archfey such as the Summer Queen and the Queen of Air and Darkness rule vast domains, and their influence is so great that their courts stretch beyond the borders of their
Domains of Delight to the far ends of the Feywild. Other, lesser known archfey rule domains that are minuscule by comparison, but no less wondrous. A unicorn and its rider defend an archfey’s palace
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Lorwyn-Shadowmoor. This realm consists of opposing lands that twist together, their borders constantly in flux. The land of Lorwyn teems with colorful creeks, bright meadows, verdant forests, and
fairies, learn alchemy from goblin-like boggarts, or explore enlightenment with genasi-like flamekin. The risks to adventurers are real, but any foray into this realm could lead to the discovery of spectacular treasure not found elsewhere. The options for adventure here are limitless.
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Lorwyn-Shadowmoor. This realm consists of opposing lands that twist together, their borders constantly in flux. The land of Lorwyn teems with colorful creeks, bright meadows, verdant forests, and
fairies, learn alchemy from goblin-like boggarts, or explore enlightenment with genasi-like flamekin. The risks to adventurers are real, but any foray into this realm could lead to the discovery of spectacular treasure not found elsewhere. The options for adventure here are limitless.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
measuring range on a grid of squares: count every square as 5 feet, even if the creature is moving or counting diagonally. While fast in play, this rule breaks the laws of geometry. If you want more
accuracy, use the following rule: the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you’re counting
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
measuring range on a grid of squares: count every square as 5 feet, even if the creature is moving or counting diagonally. While fast in play, this rule breaks the laws of geometry. If you want more
accuracy, use the following rule: the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you’re counting
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
measuring range on a grid of squares: count every square as 5 feet, even if the creature is moving or counting diagonally. While fast in play, this rule breaks the laws of geometry. If you want more
accuracy, use the following rule: the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you’re counting
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
and oppression throughout the world, and guards against hypocrisy within its own borders. For a time, Kynaios and Tiro ruled Meletis, striving to govern in accordance with the highest philosophical
and ethical principles, which ultimately led them to relinquish their power and establish a philosopher-led republic. After the kings’ deaths, the council of scholars known as the Twelve took up rule of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
and oppression throughout the world, and guards against hypocrisy within its own borders. For a time, Kynaios and Tiro ruled Meletis, striving to govern in accordance with the highest philosophical
and ethical principles, which ultimately led them to relinquish their power and establish a philosopher-led republic. After the kings’ deaths, the council of scholars known as the Twelve took up rule of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
and oppression throughout the world, and guards against hypocrisy within its own borders. For a time, Kynaios and Tiro ruled Meletis, striving to govern in accordance with the highest philosophical
and ethical principles, which ultimately led them to relinquish their power and establish a philosopher-led republic. After the kings’ deaths, the council of scholars known as the Twelve took up rule of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s Guide provides guidance on using a more realistic approach.)
If
between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s Guide provides guidance on using a more realistic approach.)
If
between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
) Optional Rule: Diagonals The Player’s Handbook presents a simple method for counting movement and measuring range on a grid: count every square as 5 feet, even if you’re moving diagonally. Though
hexagons (often called hexes), which combines the easy counting of a grid with the more flexible movement of using no grid. Dungeon corridors with straight walls and right angles don’t map easily onto hexes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
) Optional Rule: Diagonals The Player’s Handbook presents a simple method for counting movement and measuring range on a grid: count every square as 5 feet, even if you’re moving diagonally. Though
hexagons (often called hexes), which combines the easy counting of a grid with the more flexible movement of using no grid. Dungeon corridors with straight walls and right angles don’t map easily onto hexes
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s Guide provides guidance on using a more realistic approach.)
If
between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
) Optional Rule: Diagonals The Player’s Handbook presents a simple method for counting movement and measuring range on a grid: count every square as 5 feet, even if you’re moving diagonally. Though
hexagons (often called hexes), which combines the easy counting of a grid with the more flexible movement of using no grid. Dungeon corridors with straight walls and right angles don’t map easily onto hexes
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
birdlike humanoids guard the windy borders of their home against invaders from the Elemental Plane of Earth, such as gargoyles, their sworn enemies.
Enemies of Elemental Evil. In service to the Wind
it takes to guard against the incursions of Elemental Evil.
Aarakocra have no concept of political borders or property ownership, and the value of gems, gold, and other precious materials means
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
birdlike humanoids guard the windy borders of their home against invaders from the Elemental Plane of Earth, such as gargoyles, their sworn enemies.
Enemies of Elemental Evil. In service to the Wind
it takes to guard against the incursions of Elemental Evil.
Aarakocra have no concept of political borders or property ownership, and the value of gems, gold, and other precious materials means
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
birdlike humanoids guard the windy borders of their home against invaders from the Elemental Plane of Earth, such as gargoyles, their sworn enemies.
Enemies of Elemental Evil. In service to the Wind
it takes to guard against the incursions of Elemental Evil.
Aarakocra have no concept of political borders or property ownership, and the value of gems, gold, and other precious materials means
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
of the Narrow Sea joined under the rule of the shaman-king Nether, becoming known as the empire of Netheril. The Netherese learned the use of magic from the Eaerlanni elves and became renowned wizards
. Ahghairon declared that wisdom, not strength of arms, would rule in the city from now on, and created the Lords of Waterdeep. These and other nations and great city-states rose to prominence along the
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
body, thought, and emotion. Freed from the limitations of their human bodies, the yuan-ti used their new abilities to conquer new lands and expand their borders.
One Race, Many Forms
The bodies of all
the blood, as it once did.
Because their population is so small, the yuan-ti are aware they are vulnerable in open warfare. Instead, their current plans assume they will never rule outwardly in
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
of the Narrow Sea joined under the rule of the shaman-king Nether, becoming known as the empire of Netheril. The Netherese learned the use of magic from the Eaerlanni elves and became renowned wizards
. Ahghairon declared that wisdom, not strength of arms, would rule in the city from now on, and created the Lords of Waterdeep. These and other nations and great city-states rose to prominence along the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
of the Narrow Sea joined under the rule of the shaman-king Nether, becoming known as the empire of Netheril. The Netherese learned the use of magic from the Eaerlanni elves and became renowned wizards
. Ahghairon declared that wisdom, not strength of arms, would rule in the city from now on, and created the Lords of Waterdeep. These and other nations and great city-states rose to prominence along the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
least 1 square of movement left, even if the square is diagonally adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s
that fills its space.
Ranges. To determine the range on a grid between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
least 1 square of movement left, even if the square is diagonally adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s
that fills its space.
Ranges. To determine the range on a grid between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
least 1 square of movement left, even if the square is diagonally adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s
that fills its space.
Ranges. To determine the range on a grid between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
deny their existence. Much of the World Is Untamed. Wild regions abound. City-states, confederacies, and kingdoms of various sizes dot the landscape, but beyond their borders the wilds crowd in. People
other for power. Some seek to preserve the world and usher in a golden age. Others strive toward evil ends, seeking to rule the world with an iron fist. Still others seek goals that range from the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
deny their existence. Much of the World Is Untamed. Wild regions abound. City-states, confederacies, and kingdoms of various sizes dot the landscape, but beyond their borders the wilds crowd in. People
other for power. Some seek to preserve the world and usher in a golden age. Others strive toward evil ends, seeking to rule the world with an iron fist. Still others seek goals that range from the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
deny their existence. Much of the World Is Untamed. Wild regions abound. City-states, confederacies, and kingdoms of various sizes dot the landscape, but beyond their borders the wilds crowd in. People
other for power. Some seek to preserve the world and usher in a golden age. Others strive toward evil ends, seeking to rule the world with an iron fist. Still others seek goals that range from the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
treats visitors as honored guests in accordance with the rule of hospitality (see “Rules of Conduct” earlier in the chapter), but he expects a measure of kindness in return. If a fight breaks out
, Gullop XIX flees to area D11 and makes his final stand there, counting on the bullywug knights to cover his escape. As the king flees, Snoodle and the unarmed bullywugs jump into the lake and swim to
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
prerequisite for leadership, as demonstrated by the rule of the current guildmaster, the elf lich Jarad Vod Savo. Assassination is seen as a perfectly valid means of effecting political change, which is how
beauty. DARK ELVES OF THE GOLGARI
Also called the elves of shadow, the Devkarin are one of the three branches of Ravnica’s elf race. Like other elves, the Devkarin are adept spellcasters, counting
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Daggerford Built against the side of a low hill on the floodplains of the Delimbiyr, this small, walled town is dominated by the keep of the local duchess, Lady Morwen Daggerford. Counting the town
believe themselves more powerful and influential than they truly are, imitating the Lords of Waterdeep by going robed and masked to council meetings. This charade, in the eyes of most, borders on farce, as
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
treats visitors as honored guests in accordance with the rule of hospitality (see “Rules of Conduct” earlier in the chapter), but he expects a measure of kindness in return. If a fight breaks out
, Gullop XIX flees to area D11 and makes his final stand there, counting on the bullywug knights to cover his escape. As the king flees, Snoodle and the unarmed bullywugs jump into the lake and swim to






