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Returning 35 results for 'both barely diffusing carrying rules'.
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Spells
Player’s Handbook
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
anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
Using a Higher-Level Spell Slot. Use the spell slot’s
Classes
Player’s Handbook
prayers and rites that help them draw on power from the Outer Planes.
Not every member of a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their
table. See the multiclassing rules to determine your available spell slots.
Cleric Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Monsters
Planescape: Adventures in the Multiverse
to be made with advantage or disadvantage.Members of the Fraternity of Order find and exploit loopholes in the laws of the multiverse. Law benders are magistrates who skirt the rules of probability
and space, moving freely and manipulating the outcomes of actions around them.Spatial Loophole. The law bender teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Monsters
The Book of Many Things
"} poison damage.Delour the wererat is a sly trickster and consummate thief who rules the Moonstalkers alongside his friend Boss Augustus;Augustus. Delour’s honeyed words and calculating mind make
hybrid, a Medium giant rat, or his humanoid form. His statistics, other than his size and speed, are the same in each form. Any equipment he is wearing or carrying isn’t transformed. He reverts to his humanoid form if he dies.
Cunning Action. Delour takes the Dash, Disengage, or Hide action.
Monsters
Curse of Strahd
or carrying isn’t transformed. It reverts to its humanoid form if it dies.Wereravens are secretive and extraordinarily cautious lycanthropes that trust one another but are wary of just about
, modestly give money to charity. They take steps to keep magic items out of evil hands by stashing them in secret hiding places.
Characters as Wereravens. The Monster Manual has rules for characters
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
carrying, teleports to an unoccupied space within 30 feet that he can see.Said to be older than the trees themselves, the Forest Master is a wise and powerful unicorn who rules over the creatures of
Species
Mordenkainen Presents: Monsters of the Multiverse
’t have a unified story of how they were created, but they all have a sense of being mystically connected to the natural world. Carrying their shelter on their backs gives tortles a special
select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and
Monsters
Planescape: Adventures in the Multiverse
, provided it can see the attacker. The dragon can then immediately teleport, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.These sleek dragons
harness the power of time to manipulate the past, present, and future. Time dragon wyrmling;Time dragon wyrmlings are born with shining scales and have horns that are barely more than nubs. As they master
Monsters
Mordenkainen Presents: Monsters of the Multiverse
equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Twisting Words. Titivilus targets one creature he can see within 60 feet of him. The target must succeed on a DC 21
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
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
high fae magically has the invisible condition and teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of itself. The invisibility lasts
untamed wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always be repaid, promises must be honored
Monsters
Planescape: Adventures in the Multiverse
halves the damage it takes from an attack made against it, provided it can see the attacker. The dragon can then immediately teleport, along with any equipment it is wearing or carrying, up to 60 feet
have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of time’s paths and possibilities.
Ancient time
Backgrounds
Baldur’s Gate: Descent into Avernus
No career criminal in Baldur’s Gate operates without being aware of the Guild. Some studiously keep a low profile, carrying just the occasional smuggled load in with legitimate merchandise, or
underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, the DM might require you to abide by the rules for carrying capacity in the
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, the DM might require you to abide by the rules for carrying capacity in the
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, the DM might require you to abide by the rules for carrying capacity in the
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, the DM might require you to abide by the rules for carrying capacity in the
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, the DM might require you to abide by the rules for carrying capacity in the
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
worrying about the weight of those objects. If you try to haul an unusually heavy object or a massive number of lighter objects, the DM might require you to abide by the rules for carrying capacity in the
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
things they don’t. In a typical D&D session, a DM makes numerous rules decisions—some barely noticeable and others quite obvious. Players also interpret the rules, and the whole group keeps the game
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->Basic Rules (2014)
lift. For a Tiny creature, halve these weights. Variant: Encumbrance The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for
. Lifting and Carrying Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry. Carrying Capacity. Your carrying capacity is your Strength
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
lift. For a Tiny creature, halve these weights. Variant: Encumbrance The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for
. Lifting and Carrying Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry. Carrying Capacity. Your carrying capacity is your Strength
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a Tiny creature, halve these weights. Variant: Encumbrance The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how
Carrying Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry. Carrying Capacity. Your carrying capacity is your Strength score
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
typical D&D session, a DM makes numerous rules decisions—some barely noticeable and others quite obvious. Players also interpret the rules, and the whole group keeps the game running. There are times
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->Player's Handbook (2014)
a Tiny creature, halve these weights. Variant: Encumbrance The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how
Carrying Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry. Carrying Capacity. Your carrying capacity is your Strength score
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
lift. For a Tiny creature, halve these weights. Variant: Encumbrance The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for
. Lifting and Carrying Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry. Carrying Capacity. Your carrying capacity is your Strength
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a Tiny creature, halve these weights. Variant: Encumbrance The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how
Carrying Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry. Carrying Capacity. Your carrying capacity is your Strength score
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
things they don’t. In a typical D&D session, a DM makes numerous rules decisions—some barely noticeable and others quite obvious. Players also interpret the rules, and the whole group keeps the game
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
things they don’t. In a typical D&D session, a DM makes numerous rules decisions—some barely noticeable and others quite obvious. Players also interpret the rules, and the whole group keeps the game
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
typical D&D session, a DM makes numerous rules decisions—some barely noticeable and others quite obvious. Players also interpret the rules, and the whole group keeps the game running. There are times
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
typical D&D session, a DM makes numerous rules decisions—some barely noticeable and others quite obvious. Players also interpret the rules, and the whole group keeps the game running. There are times
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->Xanathar's Guide to Everything
wizards do, by carrying a spellbook of an unusual sort. If you don’t own such an item already, one of your goals might be to find a spellbook that sets you apart by its appearance or its means of
the script of your spells barely visible on its pages 6 A tome full of black pages whose writing is visible only in dim light or darkness
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
wizards do, by carrying a spellbook of an unusual sort. If you don’t own such an item already, one of your goals might be to find a spellbook that sets you apart by its appearance or its means of
the script of your spells barely visible on its pages 6 A tome full of black pages whose writing is visible only in dim light or darkness
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
wizards do, by carrying a spellbook of an unusual sort. If you don’t own such an item already, one of your goals might be to find a spellbook that sets you apart by its appearance or its means of
the script of your spells barely visible on its pages 6 A tome full of black pages whose writing is visible only in dim light or darkness
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
their late teens and live less than a century. Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium
HUMAN TRAITS
If your campaign uses the optional feat rules from chapter 6, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
their late teens and live less than a century. Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium
HUMAN TRAITS
If your campaign uses the optional feat rules from chapter 6, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait






