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Returning 35 results for 'both before direct changes reborn'.
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both before detect change resort
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
desolate and gloomy graveyard. Pick a couple of senses (sight, hearing, smell, touch, or taste) to highlight. Describe changes in the environment to direct your players’ attention. For example, a bird alighting on a gravestone might draw the characters’ attention to it.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Gnome Engineers Rock gnome engineers maintain and operate the Scarlet Marpenoth. These gnomes are apprentice wizards (see appendix B), with these changes: The gnomes are neutral good. They are Small
successful DC 15 Charisma (Intimidation) check or a bribe of 100 gp or more can convince a gnome to surrender its master keys, tamper with the engine, or pilot the submarine as the characters direct.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Gnome Engineers Rock gnome engineers maintain and operate the Scarlet Marpenoth. These gnomes are apprentice wizards (see appendix B), with these changes: The gnomes are neutral good. They are Small
successful DC 15 Charisma (Intimidation) check or a bribe of 100 gp or more can convince a gnome to surrender its master keys, tamper with the engine, or pilot the submarine as the characters direct.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Elturel. As a sign of favor, she bestows a charm upon each character (see “Archdevil Charms”). Characters who die in Zariel’s service are reborn as lemures from the River Styx. They lose all memories of
their previous lives, and their alignment changes to lawful evil. If a character pleased Zariel with their loyalty in life, she might allow them to keep their memories as she promotes them to an NPC
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Gnome Engineers Rock gnome engineers maintain and operate the Scarlet Marpenoth. These gnomes are apprentice wizards (see appendix B), with these changes: The gnomes are neutral good. They are Small
successful DC 15 Charisma (Intimidation) check or a bribe of 100 gp or more can convince a gnome to surrender its master keys, tamper with the engine, or pilot the submarine as the characters direct.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Elturel. As a sign of favor, she bestows a charm upon each character (see “Archdevil Charms”). Characters who die in Zariel’s service are reborn as lemures from the River Styx. They lose all memories of
their previous lives, and their alignment changes to lawful evil. If a character pleased Zariel with their loyalty in life, she might allow them to keep their memories as she promotes them to an NPC
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Elturel. As a sign of favor, she bestows a charm upon each character (see “Archdevil Charms”). Characters who die in Zariel’s service are reborn as lemures from the River Styx. They lose all memories of
their previous lives, and their alignment changes to lawful evil. If a character pleased Zariel with their loyalty in life, she might allow them to keep their memories as she promotes them to an NPC
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. The Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has only three action options during that turn: Dash, Disengage, and Dodge
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to
match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. An
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to
match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. An
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. The Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has only three action options during that turn: Dash, Disengage, and Dodge
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. The Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has only three action options during that turn: Dash, Disengage, and Dodge
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to
match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. An
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to
match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. An
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to
match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. An
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to
match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. An
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
can direct the characters to the nearby wildernesses where these groups dwell. Heart Delta Heart Delta lies a few miles away from Camp Greenbriar. When the characters visit there, read or paraphrase
the elephant Ophelia addresses hundreds of gathered animals nightly. Characters seeking Ophelia find her here. Ophelia uses the elephant stat block, with the following changes: Ophelia is lawful good
feats
Sensitivity. You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive by sight is in direct sunlight
pleasing array of colours, or changes to match your background. For the duration, you have advantage on Charisma checks. For the duration, you can use a bonus action to swap between this effect and the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
can direct the characters to the nearby wildernesses where these groups dwell. Heart Delta Heart Delta lies a few miles away from Camp Greenbriar. When the characters visit there, read or paraphrase
the elephant Ophelia addresses hundreds of gathered animals nightly. Characters seeking Ophelia find her here. Ophelia uses the elephant stat block, with the following changes: Ophelia is lawful good
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
can direct the characters to the nearby wildernesses where these groups dwell. Heart Delta Heart Delta lies a few miles away from Camp Greenbriar. When the characters visit there, read or paraphrase
the elephant Ophelia addresses hundreds of gathered animals nightly. Characters seeking Ophelia find her here. Ophelia uses the elephant stat block, with the following changes: Ophelia is lawful good
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Domesticated horses, mules, and similar creatures have such training. The Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
caregiver rides a companion into combat, not much actually changes. The caregiver and companion still each act on the same turn, and the caregiver must use their bonus action to direct the companion to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Domesticated horses, mules, and similar creatures have such training. The Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
caregiver rides a companion into combat, not much actually changes. The caregiver and companion still each act on the same turn, and the caregiver must use their bonus action to direct the companion to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Domesticated horses, mules, and similar creatures have such training. The Initiative of a controlled mount changes to match yours when you mount it. It moves on your turn as you direct it, and it has
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
caregiver rides a companion into combat, not much actually changes. The caregiver and companion still each act on the same turn, and the caregiver must use their bonus action to direct the companion to
feats
Sensitivity. You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive by sight is in direct sunlight
pleasing array of colours, or changes to match your background. For the duration, you have advantage on Charisma checks. For the duration, you can use a bonus action to swap between this effect and the
feats
Sensitivity. You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive by sight is in direct sunlight
pleasing array of colours, or changes to match your background. For the duration, you have advantage on Charisma checks. For the duration, you can use a bonus action to swap between this effect and the
Orc
Legacy
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races
Volo's Guide to Monsters
created the orcs and continues to direct their destiny. He is aided and abetted by the other warrior deities, Bahgtru and Ilneval, who bring strength and cunning to the battlefield. The followers of all
or less intact, the orcs leave themselves the option of returning to raid the community over and over.
When orcs fight elves, all of that changes. The enmity between the two races cuts to the core
feats
sight is in direct sunlight.
7
Pins and Needles. You feel a stinging sensation in one of your limbs. You have disadvantage on attack rolls.
8
Shrink. You decrease one size category, as per
**. Your skin shimmers in a pleasing array of colours, or changes to match your background. For the duration, you have advantage on Charisma checks. For the duration, you can use a bonus action to swap
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the following benefits: Howling Wind. While on the Howling Iceberg, a creature attuned to the shard who doesn’t have the incapacitated condition can direct the winds to howl and propel the iceberg up to
8 miles per hour (80 feet per round) in a direction of the creature’s choice. The iceberg continues this movement until the attuned creature changes the direction and speed or the creature’s
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the following benefits: Howling Wind. While on the Howling Iceberg, a creature attuned to the shard who doesn’t have the incapacitated condition can direct the winds to howl and propel the iceberg up to
8 miles per hour (80 feet per round) in a direction of the creature’s choice. The iceberg continues this movement until the attuned creature changes the direction and speed or the creature’s
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the following benefits: Howling Wind. While on the Howling Iceberg, a creature attuned to the shard who doesn’t have the incapacitated condition can direct the winds to howl and propel the iceberg up to
8 miles per hour (80 feet per round) in a direction of the creature’s choice. The iceberg continues this movement until the attuned creature changes the direction and speed or the creature’s
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
accumulates changes to its form due to interaction with the energies of the Abyss. These long-lived demons often become demon lords, beings of such power that they can hold sway over entire realms within the
best serves the lord’s desires. Of course, keeping control of a layer involves fighting off other demons that are looking to expand their domains. From time to time, a layer changes hands or is
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
accumulates changes to its form due to interaction with the energies of the Abyss. These long-lived demons often become demon lords, beings of such power that they can hold sway over entire realms within the
best serves the lord’s desires. Of course, keeping control of a layer involves fighting off other demons that are looking to expand their domains. From time to time, a layer changes hands or is