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Returning 29 results for 'both being dropping currents rules'.
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Monsters
Fizban's Treasury of Dragons
table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply
those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I speak slowly and deliberately
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0
rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Species
Mordenkainen Presents: Monsters of the Multiverse
Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the
Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks The DM
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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks The DM
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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
feet, take an action, and then go 20 feet. Dropping Prone On your turn, you can give yourself the Prone condition (see the rules glossary) without using an action or any of your Speed, but you can’t
, you can move a distance equal to your Speed or less. Or you can decide not to move. Your movement can include climbing, crawling, jumping, and swimming (each explained in the rules glossary). These
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
have a Speed of 30 feet, you could go 10 feet, take an action, and then go 20 feet. Dropping Prone On your turn, you can give yourself the Prone condition (see the Rules Glossary) without using an
explained in the Rules Glossary). These different modes of movement can be combined with your regular movement, or they can constitute your entire move. However you’re moving with your Speed, you deduct
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dropping to 0 Hit Points When a creature drops to 0 Hit Points, it either dies outright or falls unconscious, as explained below. Instant Death Here are the main ways a creature can die instantly
revive your character, such as with the Raise Dead spell. Or talk with the DM about making a new character to join the group. The rules glossary has more information on being dead. Falling Unconscious
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dropping to 0 Hit Points When a creature drops to 0 Hit Points, it either dies outright or falls unconscious, as explained below. Instant Death Here are the main ways a creature can die instantly
revive your character, such as with the Raise Dead spell. Or talk with the DM about making a new character to join the group. The Rules Glossary has more information on being dead. Falling Unconscious
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dropping to 0 Hit Points When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections. Instant Death Massive damage can kill you instantly. When
than having it fall unconscious and make death saving throws. Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall unconscious and follow the same rules as player characters.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t
the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dropping to 0 Hit Points When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections. Instant Death Massive damage can kill you instantly. When
throws. Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall unconscious and follow the same rules as player characters.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t
the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your
form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
travel. They seldom work to improve their lairs, but when they do, it is often to channel wind currents to create effects the dragon finds pleasing. The labyrinthine tunnels and the mirror-like icy
(see the Dungeon Master’s Guide for rules on strong wind). The dragon’s flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
ante deck, you can play the card game for real. Otherwise, adjudicate the outcome of a three-dragon ante game using d12s and the following rules: Step 1. Randomly determine which participant is the
, forfeiting any bet they’ve placed and dropping out of the game. Step 4. Each participant who hasn’t folded totals their die rolls. The one with the highest total wins. The winner becomes the dealer for the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your
form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Fireside Contests The Fireside contests are described below. They can be run in any order. The rules of the Fireside contests are as follows. Competitors. Any number of characters can partake in each
competitor is disqualified. The first competitor to reach the other end of the lava field without dropping the boulder wins the contest. The lava field is a smooth tract of hardened lava that still smolders
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Boo’s Astral Menagerie for the astral elf and plasmoid stat blocks). The Dark Star Ship-to-Ship Battle See chapter 2 of the Astral Adventurer’s Guide for rules on ship-to-ship engagements. Captain
capture and interrogate one or more of the astral elves can learn the following information: The astral elves, by order of Emperor Xavan of the Xaryxian Empire, are responsible for dropping astral seeds on
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
(Investigation) check. Any creature can use an action to dislodge one end of either bridge, dropping it into the crevasse.
Nothic Crevasse. This steep-sided fissure is 5 to 10 feet wide and 20 feet deep
“Difficult Terrain” in the Basic Rules). The bottom of the crevasse feels unnaturally cold. When viewed with a detect magic spell, the area emanates a faint necromantic aura. The magic causes all
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
natural phenomenon sometimes causes the ocean currents to form a great whirlpool with enough strength to draw ships down into it. These vessels are torn apart as they are pulled down, and the wreckage
susceptible to the effect of water pressure (see the “Water Pressure” section). Rules for underwater combat appear in the “Underwater Combat” section in chapter 9 of the Player’s Handbook.
Anemone Chests
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
. The rival team is composed of six galvan magen in white garments. All these magen are magically summoned to the field. The rules of Chain Lightning are summarized in the accompanying sidebar. If the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
slippery. (See chapter 5, “Adventure Environments,” in the Dungeon Master’s Guide for rules on extreme cold and slippery ice.) For every minute the characters spend here, there is a cumulative ten
be sacrificed to Yan-C-Bin in area N19. Two invisible barlguras guard the prisoners. The demons lurk among the columns in the upper reaches of the cave, dropping down to attack intruders who dare free
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
policy. The oligarchs utterly control their nation, but beyond the areas that each rules, their families and businesses compete with one another and with the locals of far-flung places. The use of
overextend themselves and fall — sometimes crumbling over time, and sometimes dropping like stones from the sky. Now that Netheril and Myth Drannor have fallen, those two great powers can no longer exert
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
intruders that enter the area before dropping down to strike. Characters in the hall must succeed on a DC 14 Wisdom (Perception) check or be surprised. The grick knows that goblins are not to be eaten unless
.
King Grol is a fierce old bugbear. He rules the Cragmaws through pure intimidation. His fur is streaked with gray, his shoulders are stooped, and he wears a set of jeweled silver teeth over his
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
room. It quietly observes intruders that enter the area before dropping down to strike. Compare the grick’s Dexterity (Stealth) check to the characters’ Wisdom (Perception) checks (or their passive
stands to the south near the door. Near the table, on the floor, is an unconscious dwarf who looks badly beaten.
King Grol is a fierce old bugbear with 45 hit points. He rules the Cragmaws through
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
mouth atop its stony ovoid body. Casually dropping gemstones into the creature’s gaping mouth is a creepy-looking earth cultist.
A stonemelder (see chapter 7) named Keltar keeps vigil with a xorn he
protective of the pool and attacks intruders. The mephits join in, but unlike the myrmidon, each one reduced to fewer than 10 hit points flees. See area G6 for rules about moving through the river of
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
of the floor has crumbled away, dropping off into a chamber below. Amid the rubble, collapsed bookcases jut out at odd angles, and moldering books are strewn across the floor.
Scholar’s Journal
use the statues for cover from the dragon’s breath; see “Cover” in the Basic Rules.) Consider having the wyrmling deliver short lines of dialogue on each of his turns, inspired by the following
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
count 20 of the next round (losing initiative ties). The ceiling is too heavy to be stopped by any braces, but an Immovable Rod or similar item can prevent it from dropping so far as to crush anyone. T11
Secrets rules in this book’s introduction. False Treasures. The items on the pedestals are false re-creations of treasures that can be found throughout the complex. A creature that touches one of these






