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Returning 35 results for 'both bringing defined create resolve'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their gleeful laughter rising above their victims’ screams.
Since dhergoloths are little more than
brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however, they either forget what
Monsters
The Wild Beyond the Witchlight
target. Hit: 17 (4d6 + 3);{"diceNotation":"4d6+3","rollType":"damage","rollAction":"Withering Ray","rollDamageType":"necrotic"} necrotic damage.
Create Lornlings (Recharge 5–6);{"diceNotation":"1d6
","rollType":"recharge","rollAction":"Create Lornlings"}. Bavlorna creates one or two 1-foot-tall duplicates of herself, called lornlings (use the Quickling stat block in appendix C). Each lornling appears
Arcane Hand
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the
hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
Bigby's Hand
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the
hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
Monsters
Locathah Rising
(at will): frostbite, mending, resistance, shape water, thunderclap*
1st level (4 slots): create or destroy water, charm person, cure wounds, thunderwave2nd level (3 slots): darkvision, hold person
action to cause one of the following effects; Gar can’t use the same effect two rounds in a row.
Gar may teleport anywhere within the coral mountain, bringing up to five willing creatures with
Wizard
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
circle, bringing a whiff of brimstone from the otherworldly plane beyond.
Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
devote themselves expressly to protecting the innocent and spreading justice in the world, while others resolve to attain that goal by conquering those who stand defiant and bringing them under the rule of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
). The characters might intend to uphold a bargain made with Skabatha Nightshade (see “Bargaining with Skabatha” in chapter 3). The characters might want to create a distraction, and performing a play is
party. If that occurs, resolve what happens to these wandering characters after the play has run its course.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
bond, and one flaw. If you can’t find a feature that matches your desired background, work with your DM to create one. TIKA AND ARTEMIS: BACKGROUNDS
Tika Waylan and Artemis Entreri both lived their
learning the tools of the thieving trade. Artemis is more defined by his criminal background, giving him skills in Deception and Stealth, as well as proficiency with the tools of thievery and poison.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
flaw. If you can’t find a feature that matches your desired background, work with your DM to create one. TIKA AND ARTEMIS: BACKGROUNDS
Tika Waylan and Artemis Entreri both lived their earliest years
tools of the thieving trade. Artemis is more defined by his criminal background, giving him skills in Deception and Stealth, as well as proficiency with the tools of thievery and poison.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Background The wealth of Zinda is defined by the jeli flower. This opalescent moonflower has graceful pink leaves and wide petals, and it’s used to produce a sweet black wine. The flower was brought
used her magic to create the jeli flower, a crop with fantastic commercial value. In exchange, the six Kings of Coin were to give her their firstborn children to serve as apprentices. At the suggestion
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of the corruptible, the resolve of the truly heroic—the Dark Powers savor these traits. Whether for a night or an eternity, Ravenloft seeks heroes of all sorts and pits them against their greatest
nightmares. This chapter explores how to create a character prepared to face the horrors of Ravenloft, while also forging ties to the haunted pedigrees and grim fates common to the Domains of Dread
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the player characters. Here are some ways to keep the party feeling like heroes, even when the cast of characters grows. Sometimes our paths cross with others’ in the most fortuitous ways, bringing us
powerful monster abilities, skill proficiencies, and spellcasting. Fill the Gaps One way to avoid overshadowing the characters is to create an ally who has skills and abilities that complement the party’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
rules and Urban Chase Complications table in chapter 8 of the Dungeon Master’s Guide to resolve the scene. The chase ends when the characters catch up to Coal or after three rounds, when a Daask hit
alley. If the characters rush to help her, they find the warforged unconscious on the ground, but stable, surrounded by the Daask criminals. If the characters resolve the chase by catching up to Coal
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
reflects the structure of dramatic stories. At the beginning of a story, something happens to shake the protagonists’ world and spur them into action. The characters take action to resolve their
end of the story, they succeed or fail, and the world is shaken again by the way the characters changed it for good or ill. At the beginning of a D&D campaign, world-shaking events create instant
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
hopes of striking a useful alliance. The tiers of play represent the ideal milestones for introducing new world-shaking events to the campaign. As the characters resolve one event, a new danger arises
increasingly powerful. This approach also allows you to break your design work down into smaller pieces. Create material such as adventures, NPCs, maps, and so on for one tier at a time. You only need to worry
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Aurum NPCs Aurum Concordians are defined by their wealth and power. When you create an Aurum NPC, consider the source of that person’s wealth and how it is expressed. The dwarf Antus ir’Soldorak is
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
that they resolve with special rules. Mage Tower Cheer Squad Skills: Perception, Persuasion Member: Zanther Bowen With their coordinated cheers, outfits, and school spirit, these cheerleaders inspire
create productions of brilliant stagecraft, often involving new spins on old classics as well as displays of magic and music. Strixhaven Iron-Lifters Society Skills: Athletics, Medicine Member: Greta
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Purphoros as Campaign Villain As a campaign villain, Purphoros is more likely to be driven by his impulses rather than by any coherent plan. He might begin by encouraging his champions to create
building a massive Nyx-bronze bridge that will link Mount Velus in the mortal world with Nyx itself. Every god opposes him in this effort. Can the construction effort be sabotaged without bringing the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
political intrigue, tenuous alliances, and brutal conflicts. Consider these ways to make the Last War a present reality in your campaign: The players create new characters who live during a specific phase of
case, the adventure they undertake can set the stage for events in the “present day” of your campaign. You might run an introductory session or flashback set during the waning years of the war, bringing
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, who developed subraces in the world, elves brought their divisions with them, settling into separate kingdoms by type. Beings of immense power, the first elves explored and settled the world, bringing
about a golden age of art, magic, and civilization. At the height of their power, the elves performed a High Magic ritual intended to create the ideal homeland. They succeeded, but the spell sundered
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
fragrance of essential oils, and performances of hypnotic music, which combine to create a warm welcome for invited guests. To deter intruders, the castle is lined with magical traps that polymorph
of the countless Djaynaians who vanished into its depths during the earliest days of the Passage of Vultures, before the first Nightsea chil-liren came to be. The trench is defined by the pale-pink
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their unhinged laughter rising above their victims’ screams. Since dhergoloths are little more
than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, they either
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
game sessions to resolve. When strung together, these adventures form an ongoing campaign. A D&D campaign can include dozens of adventures and last for months or years. A Dungeon Master gets to wear
to slaughter the adventurers but to create a campaign world that revolves around their actions and decisions, and to keep your players coming back for more! If you’re lucky, the events of your campaign will echo in the memories of your players long after the final game session is concluded.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
northern neighbors, the elves of the Ardeep Forest. Lady Velrosa Nandar has been searching for skilled mediators to help resolve the dispute. The Nightstone Inn is renowned for its food and cozy guest
rooms. The dwarf innkeeper, Morak Ur’gray, has a fondness for adventurers and a nose for lucrative adventuring opportunities. You can create other adventure hooks using the information presented in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Creating Factions Factions and organizations that you create for your campaign should grow out of the stories that are important to the world. Create organizations that your players will want to
organization as you’ve defined it. Consider the motto of the Harpers: “Down with tyranny. Fairness and equality for all.” The Harpers have a straightforward message of freedom and prosperity. Contrast
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
, the Library of Korranberg, and others—whose scholars might become personal foils to adventurers associated with Morgrave. Goals of Rival Explorers Create a team of rival explorers who oppose the
characters solve this problem by breaking the curse rather than killing the rivals, but either way, these foils no longer trouble the characters after they resolve this situation. (A rival group at these levels might consist of an Archmage, an Archpriest, a Spy Master, and a Warrior Commander.)
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
contracts to put down uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their gleeful laughter rising above their victims’ screams. Since
dhergoloths are little more than brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent to a space defined by a frame, such as an open window or a doorway, a gap between the bars
can make the substance slippery or sticky. The oil dries up and disappears an hour after the boggle expels it. A boggle can create magical openings that enable it to travel short distances or to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
little reason to pay attention to what is spoken there. Gods can speak directly to their oracles. They can appear in the dreams of mortals or manipulate natural phenomena to create omens. They can
also create Nyxborn creatures to serve as messengers or emissaries. Gods grant their clerics the ability to cast spells, and they can effortlessly duplicate the effect of any spell they could grant (any
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
-reaching power of global corporations allied with political power doesn’t just inform our own real world — it molds it. Bringing that concept of powerful corporations working with or against nobility to
gain money, power, and influence into D&D adds another layer of depth to the story your campaigns create.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
.
2 Break down a ruling structure that stifles ingenuity and creativity.
3 Bring together lost icons of power to create an incredible storm with the might to halt a greater threat.
4
prophecy, or bringing vengeance down on the storm god’s enemies. He uses his champions as agents of change to bring about a great epiphany, as instruments of vengeance against those he feels have wronged
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Twisting Space. A boggle can create magical openings to travel short distances or to pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent
to a space defined by a frame, such as an open window or a doorway, a gap between the bars of a cage, or the opening between the feet of a bed and the floor. The rift is invisible and disappears after






