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Returning 35 results for 'both branching diffusing causing rules'.
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Calm Emotions
Legacy
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Spells
Basic Rules (2014)
choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened
is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Backgrounds
Baldur’s Gate: Descent into Avernus
help by paying for improved roofs and lamps in your neighborhood, causing the entire community to celebrate your deed.
4
Fueled by alcohol, you faced down a carrion crawler that slunk out of the
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
trip back to Dougan’s Hole can be uneventful, or you can roll for a random encounter using the Wilderness Encounters rules (see "Wilderness Encounters"). If the winter wolves are still alive, they
attack the party as soon as the random encounter ends, before the characters have a chance to rest. Killing one wolf triggers the self-preservation instinct in its brother, causing it to flee.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Optional Rules Each of the Outer Planes has peculiar characteristics that make traveling through it a unique experience. A plane’s influence can affect visitors in various ways, such as causing them
one or more optional rules that you can use to help make the adventurers’ experiences on that plane memorable. Optional Rule: Psychic Dissonance Each of the Outer Planes emanates a psychic dissonance
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Optional Rules Each of the Outer Planes has peculiar characteristics that make traveling through it a unique experience. A plane’s influence can affect visitors in various ways, such as causing them
one or more optional rules that you can use to help make the adventurers’ experiences on that plane memorable. Optional Rule: Psychic Dissonance Each of the Outer Planes emanates a psychic dissonance
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Optional Rules Each of the Outer Planes has peculiar characteristics that make traveling through it a unique experience. A plane’s influence can affect visitors in various ways, such as causing them
one or more optional rules that you can use to help make the adventurers’ experiences on that plane memorable. Optional Rule: Psychic Dissonance Each of the Outer Planes emanates a psychic dissonance
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
trip back to Dougan’s Hole can be uneventful, or you can roll for a random encounter using the Wilderness Encounters rules (see "Wilderness Encounters"). If the winter wolves are still alive, they
attack the party as soon as the random encounter ends, before the characters have a chance to rest. Killing one wolf triggers the self-preservation instinct in its brother, causing it to flee.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
trip back to Dougan’s Hole can be uneventful, or you can roll for a random encounter using the Wilderness Encounters rules (see "Wilderness Encounters"). If the winter wolves are still alive, they
attack the party as soon as the random encounter ends, before the characters have a chance to rest. Killing one wolf triggers the self-preservation instinct in its brother, causing it to flee.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(with their input), arbitrate the rules, and settle arguments. And when you’re narrating the action of the game, the players should be paying attention. Player Die Rolling Players should roll their dice
reroll it? When it lands cocked against a book, do you pull the book away and see where it lands or reroll the die? Work with your players to answer these questions, and record the answers as house rules
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(with their input), arbitrate the rules, and settle arguments. And when you’re narrating the action of the game, the players should be paying attention. Player Die Rolling Players should roll their dice
reroll it? When it lands cocked against a book, do you pull the book away and see where it lands or reroll the die? Work with your players to answer these questions, and record the answers as house rules
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(with their input), arbitrate the rules, and settle arguments. And when you’re narrating the action of the game, the players should be paying attention. Player Die Rolling Players should roll their dice
reroll it? When it lands cocked against a book, do you pull the book away and see where it lands or reroll the die? Work with your players to answer these questions, and record the answers as house rules
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(with their input), arbitrate the rules, and settle arguments. And when you’re narrating the action of the game, the players should be paying attention. Player Die Rolling Players should roll their dice
reroll it? When it lands cocked against a book, do you pull the book away and see where it lands or reroll the die? Work with your players to answer these questions, and record the answers as house rules
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its
harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its
harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Rules of Engagement Ideally, when the characters learn the truth about the lizardfolk and the sahuagin, they have done so before causing irreparable harm to the occupants of the lair and the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its
harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
than 20 pounds of weight are placed on it, activating the pressure plate underneath and causing jets of poisonous gas to spout from the cracks between the tiles. Any creature above the trapped floor
disable a trap with a successful DC 15 Dexterity check using thieves’ tools. If a character fails to disable the trap, the tile’s trap can no longer be disabled. Characters can attempt to jump over trapped tiles, using the jump rules in the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
than 20 pounds of weight are placed on it, activating the pressure plate underneath and causing jets of poisonous gas to spout from the cracks between the tiles. Any creature above the trapped floor
disable a trap with a successful DC 15 Dexterity check using thieves’ tools. If a character fails to disable the trap, the tile’s trap can no longer be disabled. Characters can attempt to jump over trapped tiles, using the jump rules in the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(with their input), arbitrate the rules, and settle arguments. And when you’re narrating the action of the game, the players should be paying attention. Player Die Rolling Players should roll their dice
reroll it? When it lands cocked against a book, do you pull the book away and see where it lands or reroll the die? Work with your players to answer these questions, and record the answers as house rules
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(with their input), arbitrate the rules, and settle arguments. And when you’re narrating the action of the game, the players should be paying attention. Player Die Rolling Players should roll their dice
reroll it? When it lands cocked against a book, do you pull the book away and see where it lands or reroll the die? Work with your players to answer these questions, and record the answers as house rules
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Rules of Engagement Ideally, when the characters learn the truth about the lizardfolk and the sahuagin, they have done so before causing irreparable harm to the occupants of the lair and the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its
harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its
harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Rules of Engagement Ideally, when the characters learn the truth about the lizardfolk and the sahuagin, they have done so before causing irreparable harm to the occupants of the lair and the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
than 20 pounds of weight are placed on it, activating the pressure plate underneath and causing jets of poisonous gas to spout from the cracks between the tiles. Any creature above the trapped floor
disable a trap with a successful DC 15 Dexterity check using thieves’ tools. If a character fails to disable the trap, the tile’s trap can no longer be disabled. Characters can attempt to jump over trapped tiles, using the jump rules in the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its
harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
one of the cells, you hear a gruff voice ask, “Who’s there?” The corridor is 40 feet long. Branching off it are eight cells, four along each wall. The voice comes from one of the southernmost cells
. Emil Toranescu In truth, Strahd locked Emil here as punishment for causing a schism in his werewolf pack (see chapter 15). Anxious to prove his worth to Strahd, Emil rewards the characters for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is one of Halaster’s gates (see “Gates”). Its frame is composed of an assemblage of hundreds of tiny, interlocking stone gears. This gate’s rules are as follows: Any creature that inspects the frame
and succeeds on a DC 15 Wisdom (Perception) check sees that one of the gears has popped out slightly. If it is pressed, the gear locks in place, causing all the gears to turn and the gate to open for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is one of Halaster’s gates (see “Gates”). Its frame is composed of an assemblage of hundreds of tiny, interlocking stone gears. This gate’s rules are as follows: Any creature that inspects the frame
and succeeds on a DC 15 Wisdom (Perception) check sees that one of the gears has popped out slightly. If it is pressed, the gear locks in place, causing all the gears to turn and the gate to open for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is one of Halaster’s gates (see “Gates”). Its frame is composed of an assemblage of hundreds of tiny, interlocking stone gears. This gate’s rules are as follows: Any creature that inspects the frame
and succeeds on a DC 15 Wisdom (Perception) check sees that one of the gears has popped out slightly. If it is pressed, the gear locks in place, causing all the gears to turn and the gate to open for
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
one of the cells, you hear a gruff voice ask, “Who’s there?” The corridor is 40 feet long. Branching off it are eight cells, four along each wall. The voice comes from one of the southernmost cells
. Emil Toranescu In truth, Strahd locked Emil here as punishment for causing a schism in his werewolf pack (see chapter 15). Anxious to prove his worth to Strahd, Emil rewards the characters for
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
one of the cells, you hear a gruff voice ask, “Who’s there?” The corridor is 40 feet long. Branching off it are eight cells, four along each wall. The voice comes from one of the southernmost cells
. Emil Toranescu In truth, Strahd locked Emil here as punishment for causing a schism in his werewolf pack (see chapter 15). Anxious to prove his worth to Strahd, Emil rewards the characters for
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
(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
the land within 6 miles of the dragon’s lair (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing, giving creatures
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
(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
the land within 6 miles of the dragon’s lair (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing, giving creatures
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
(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
the land within 6 miles of the dragon’s lair (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing, giving creatures






