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Returning 35 results for 'both before double certain relatively'.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
worshipers expect treachery—the Spider Queen encourages it, after all. A certain amount of backstabbing and double-crossing can be managed, but too much can undermine an entire community. To keep some
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, true seeingLolth’s worshipers expect treachery—the Spider Queen encourages it, after all. A certain amount of backstabbing and double-crossing can be managed, but too much can undermine an
Monsters
Spelljammer: Adventures in Space
choose to succeed instead.
Nebulous Thoughts. Magical attempts to read the dragon’s mind or glean its thoughts fail automatically.
Siege Monster. The dragon deals double damage to objects and
is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and
Monsters
Spelljammer: Adventures in Space
choose to succeed instead.
Nebulous Thoughts. Magical attempts to read the dragon’s mind or glean its thoughts fail automatically.
Siege Monster. The dragon deals double damage to objects and
food is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and
classes
Basic Rules (2014)
skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery
combatants on battlefields and in dungeons alike.
Trained for Danger
Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
multiverse to another. Wildspace systems aren’t fixed in certain locations in the multiverse. Because they’re constantly in motion, like corks bobbing in water, no reliable devices exist to help plot
a course from one Wildspace system to another. Fortunately for travelers, the nature of the Astral Sea makes such journeys relatively easy, as discussed in the next section.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
multiverse to another. Wildspace systems aren’t fixed in certain locations in the multiverse. Because they’re constantly in motion, like corks bobbing in water, no reliable devices exist to help plot
a course from one Wildspace system to another. Fortunately for travelers, the nature of the Astral Sea makes such journeys relatively easy, as discussed in the next section.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
multiverse to another. Wildspace systems aren’t fixed in certain locations in the multiverse. Because they’re constantly in motion, like corks bobbing in water, no reliable devices exist to help plot
a course from one Wildspace system to another. Fortunately for travelers, the nature of the Astral Sea makes such journeys relatively easy, as discussed in the next section.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
equivalent to humans. Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. You have a cat’s keen senses
. Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
equivalent to humans. Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. You have a cat’s keen senses
. Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Using the Poster Map Sigil and the Outlands contains a fold-out, double-sided poster map intended to be shared with the players at certain points in the adventure. One side of the poster map depicts
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Using the Poster Map Sigil and the Outlands contains a fold-out, double-sided poster map intended to be shared with the players at certain points in the adventure. One side of the poster map depicts
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Using the Poster Map Sigil and the Outlands contains a fold-out, double-sided poster map intended to be shared with the players at certain points in the adventure. One side of the poster map depicts
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
equivalent to humans. Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. You have a cat’s keen senses
. Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you
Proficiency Bonus
Legacy
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Rules
example) before you apply it. For example, the rogue’s Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies
multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Clientele Inquisitives tend to acquire a reputation for working with a certain type of person. Some are known for discretion, attracting wealthy clients who trust them to keep a secret. Others are
justice. 3 Magnet for Trouble. Maybe you trust people too easily or it’s just bad luck, but every client who walks into your office has some double deal, hidden agenda, or scam they’re running. 4
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Clientele Inquisitives tend to acquire a reputation for working with a certain type of person. Some are known for discretion, attracting wealthy clients who trust them to keep a secret. Others are
justice. 3 Magnet for Trouble. Maybe you trust people too easily or it’s just bad luck, but every client who walks into your office has some double deal, hidden agenda, or scam they’re running. 4
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Clientele Inquisitives tend to acquire a reputation for working with a certain type of person. Some are known for discretion, attracting wealthy clients who trust them to keep a secret. Others are
justice. 3 Magnet for Trouble. Maybe you trust people too easily or it’s just bad luck, but every client who walks into your office has some double deal, hidden agenda, or scam they’re running. 4
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Using the Maps This book contains a fold-out, double-sided poster map and several interior maps. These elements are further described in the sections that follow. Poster Map The adventure lets you
know when it’s safe to show your players either side of the double-sided poster map. One side of the poster map shows the Witchlight Carnival and a Time Tracker, to help you track the passage of time as
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Using the Maps This book contains a fold-out, double-sided poster map and several interior maps. These elements are further described in the sections that follow. Poster Map The adventure lets you
know when it’s safe to show your players either side of the double-sided poster map. One side of the poster map shows the Witchlight Carnival and a Time Tracker, to help you track the passage of time as
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Using the Maps This book contains a fold-out, double-sided poster map and several interior maps. These elements are further described in the sections that follow. Poster Map The adventure lets you
know when it’s safe to show your players either side of the double-sided poster map. One side of the poster map shows the Witchlight Carnival and a Time Tracker, to help you track the passage of time as
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
(doubled or halved, for example) before you apply it. For example, the rogue’s Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your
multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
(doubled or halved, for example) before you apply it. For example, the rogue’s Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your
multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
halved, for example) before you apply it. For example, the rogue’s Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus
by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
halved, for example) before you apply it. For example, the rogue’s Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus
by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
halved, for example) before you apply it. For example, the rogue’s Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus
by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
if it is a potion. The description of each item category or individual item details how an item is activated. Certain items use one or more of the following rules related to their activation. If an
items might even be for sale, each with a cost double that of its magic item.
Spells Some magic items allow the user to cast a spell from the item, often by expending charges from it. The spell is cast
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
if it is a potion. The description of each item category or individual item details how an item is activated. Certain items use one or more of the following rules related to their activation. If an
items might even be for sale, each with a cost double that of its magic item.
Spells Some magic items allow the user to cast a spell from the item, often by expending charges from it. The spell is cast
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
(doubled or halved, for example) before you apply it. For example, the rogue’s Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your
multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
if it is a potion. The description of each item category or individual item details how an item is activated. Certain items use one or more of the following rules related to their activation. If an
items might even be for sale, each with a cost double that of its magic item.
Spells Some magic items allow the user to cast a spell from the item, often by expending charges from it. The spell is cast
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a broom of flying
miles 24 miles - Slow 200 feet 2 miles 18 miles Able to use stealth Difficult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a broom of flying
miles 24 miles - Slow 200 feet 2 miles 18 miles Able to use stealth Difficult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
travel for up to 24 hours per day. Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly. The Dungeon Master’s Guide
(Perception) scores Normal 300 feet 3 miles 24 miles - Slow 200 feet 2 miles 18 miles Able to use stealth Difficult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
travel for up to 24 hours per day. Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly. The Dungeon Master’s Guide
(Perception) scores Normal 300 feet 3 miles 24 miles - Slow 200 feet 2 miles 18 miles Able to use stealth Difficult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a broom of flying
miles 24 miles - Slow 200 feet 2 miles 18 miles Able to use stealth Difficult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear