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Returning 35 results for 'breaking being diffusing clanging resolve'.
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Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
distinction between male and female names. Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to
sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
distinction between male and female names. Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to
sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
distinction between male and female names. Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to
sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.
Kenku
Legacy
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Species
Volo's Guide to Monsters
clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher
legitimate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Interacting with Objects Interacting with objects is often simple to resolve. The player tells the DM that their character is doing something, such as moving a lever or opening a door, and the DM
Rules Glossary. Breaking Objects As an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the DM might use the rules on breaking objects in the Rules Glossary.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Interacting with Objects Interacting with objects is often simple to resolve. The player tells the DM that their character is doing something, such as moving a lever or opening a door, and the DM
Rules Glossary. Breaking Objects As an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the DM might use the rules on breaking objects in the Rules Glossary.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Interacting with Objects Interacting with objects is often simple to resolve. The player tells the DM that their character is doing something, such as moving a lever or opening a door, and the DM
rules glossary. Breaking Objects As an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the DM might use the rules on breaking objects in the rules glossary.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Interacting with Objects Interacting with objects is often simple to resolve. The player tells the DM that their character is doing something, such as moving a lever or opening a door, and the DM
Rules Glossary. Breaking Objects As an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the DM might use the rules on breaking objects in the Rules Glossary.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Interacting with Objects Interacting with objects is often simple to resolve. The player tells the DM that their character is doing something, such as moving a lever or opening a door, and the DM
rules glossary. Breaking Objects As an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the DM might use the rules on breaking objects in the rules glossary.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Interacting with Objects Interacting with objects is often simple to resolve. The player tells the DM that their character is doing something, such as moving a lever or opening a door, and the DM
rules glossary. Breaking Objects As an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the DM might use the rules on breaking objects in the rules glossary.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Breaking the Archetypes To the uninitiated, fighters are the simpletons of the adventuring world, flailing away with their weapons while taking repeated blows to the head. But those folk know
, providing a boon to your franchise’s standing in the community. Any franchise could do worse than having you as its public face — especially when your sense of quiet resolve is needed to quietly resolve some unexpected business disaster.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Breaking the Archetypes To the uninitiated, fighters are the simpletons of the adventuring world, flailing away with their weapons while taking repeated blows to the head. But those folk know
, providing a boon to your franchise’s standing in the community. Any franchise could do worse than having you as its public face — especially when your sense of quiet resolve is needed to quietly resolve some unexpected business disaster.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Breaking the Archetypes To the uninitiated, fighters are the simpletons of the adventuring world, flailing away with their weapons while taking repeated blows to the head. But those folk know
, providing a boon to your franchise’s standing in the community. Any franchise could do worse than having you as its public face — especially when your sense of quiet resolve is needed to quietly resolve some unexpected business disaster.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
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->Eberron: Forge of the Artificer
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->Eberron: Forge of the Artificer
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->Dungeon Master’s Guide (2014)
to determine how to open it if the opening mechanism isn’t obvious. Set the DC according to the difficulty guidelines in chapter 8. If adventurers can’t determine how to open a secret door, breaking
noises such as the clanging hammers of a forge or the din of battle can reverberate through an entire dungeon. Many creatures that live underground use such sounds as a way of locating prey, or go on alert at any sound of an adventuring party’s intrusion.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
to determine how to open it if the opening mechanism isn’t obvious. Set the DC according to the difficulty guidelines in chapter 8. If adventurers can’t determine how to open a secret door, breaking
noises such as the clanging hammers of a forge or the din of battle can reverberate through an entire dungeon. Many creatures that live underground use such sounds as a way of locating prey, or go on alert at any sound of an adventuring party’s intrusion.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
to determine how to open it if the opening mechanism isn’t obvious. Set the DC according to the difficulty guidelines in chapter 8. If adventurers can’t determine how to open a secret door, breaking
noises such as the clanging hammers of a forge or the din of battle can reverberate through an entire dungeon. Many creatures that live underground use such sounds as a way of locating prey, or go on alert at any sound of an adventuring party’s intrusion.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
screams in fright and knocks his feet together, activating his boots of speed. If a chase ensues, resolve the outcome using the chase rules in chapter 8 of the Dungeon Master’s Guide. Droki has advantage
a holy symbol of Laduguer, set with a carving depicting an arrow breaking on a shield. Characters not sanctioned by the Keepers of the Flame to carry the symbol will be arrested by the guards (see
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
screams in fright and knocks his feet together, activating his boots of speed. If a chase ensues, resolve the outcome using the chase rules in chapter 8 of the Dungeon Master’s Guide. Droki has advantage
a holy symbol of Laduguer, set with a carving depicting an arrow breaking on a shield. Characters not sanctioned by the Keepers of the Flame to carry the symbol will be arrested by the guards (see
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
screams in fright and knocks his feet together, activating his boots of speed. If a chase ensues, resolve the outcome using the chase rules in chapter 8 of the Dungeon Master’s Guide. Droki has advantage
a holy symbol of Laduguer, set with a carving depicting an arrow breaking on a shield. Characters not sanctioned by the Keepers of the Flame to carry the symbol will be arrested by the guards (see
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
possible. The contest ends when the majority of one team can’t hold their handstands and either give up or fall over. Resolve the contest using DC 10 Strength (Athletics) group checks: each team
drawn in the snow 50 feet away from them. The first team to roll its boulder across the finish line wins. Resolve the contest with a series of simultaneous DC 15 Strength (Athletics) group checks. With
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
possible. The contest ends when the majority of one team can’t hold their handstands and either give up or fall over. Resolve the contest using DC 10 Strength (Athletics) group checks: each team
drawn in the snow 50 feet away from them. The first team to roll its boulder across the finish line wins. Resolve the contest with a series of simultaneous DC 15 Strength (Athletics) group checks. With
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
possible. The contest ends when the majority of one team can’t hold their handstands and either give up or fall over. Resolve the contest using DC 10 Strength (Athletics) group checks: each team
drawn in the snow 50 feet away from them. The first team to roll its boulder across the finish line wins. Resolve the contest with a series of simultaneous DC 15 Strength (Athletics) group checks. With
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
resolve those actions.
Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But
examples of rule-breaking are more conspicuous. For instance, an adventurer can’t normally pass through walls, but some spells make that possible. Magic accounts for most of the major exceptions to the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
resolve those actions.
Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But
examples of rule-breaking are more conspicuous. For instance, an adventurer can’t normally pass through walls, but some spells make that possible. Magic accounts for most of the major exceptions to the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
resolve those actions.
Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But
examples of rule-breaking are more conspicuous. For instance, an adventurer can’t normally pass through walls, but some spells make that possible. Magic accounts for most of the major exceptions to the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
couple. They’re fiercely protective of the pair. Breaking the Enchantment. If the characters break the fountain’s enchantment on Argus and Hamish, the two are grateful but ultimately resolve to remain
. Breaking the Enchantment. Juliana and Orlando are under the enchantment of the Fountain All Heal and regard the palace as their new home. Until they’re freed from the domain’s allure—such as by a Wish
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
couple. They’re fiercely protective of the pair. Breaking the Enchantment. If the characters break the fountain’s enchantment on Argus and Hamish, the two are grateful but ultimately resolve to remain
. Breaking the Enchantment. Juliana and Orlando are under the enchantment of the Fountain All Heal and regard the palace as their new home. Until they’re freed from the domain’s allure—such as by a Wish
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
couple. They’re fiercely protective of the pair. Breaking the Enchantment. If the characters break the fountain’s enchantment on Argus and Hamish, the two are grateful but ultimately resolve to remain
. Breaking the Enchantment. Juliana and Orlando are under the enchantment of the Fountain All Heal and regard the palace as their new home. Until they’re freed from the domain’s allure—such as by a Wish
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
south walls 50 feet above the floor of the main foundry, which echoes with the sound of clanging metal, rattling chains, whooshing bellows, and bubbling molten iron. The ceiling looms 40 feet above the
hell hounds, they can try freeing the prisoners from their manacles, either by breaking them or picking the locks. Unless they dispose of the enemies quickly, freeing the prisoners has to wait until Duke
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
south walls 50 feet above the floor of the main foundry, which echoes with the sound of clanging metal, rattling chains, whooshing bellows, and bubbling molten iron. The ceiling looms 40 feet above the
hell hounds, they can try freeing the prisoners from their manacles, either by breaking them or picking the locks. Unless they dispose of the enemies quickly, freeing the prisoners has to wait until Duke
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
south walls 50 feet above the floor of the main foundry, which echoes with the sound of clanging metal, rattling chains, whooshing bellows, and bubbling molten iron. The ceiling looms 40 feet above the
hell hounds, they can try freeing the prisoners from their manacles, either by breaking them or picking the locks. Unless they dispose of the enemies quickly, freeing the prisoners has to wait until Duke
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
library, after which the sound returns to its bottle. Breaking a bottle releases the sound, but the sound dissipates after it plays once. All the bottles are labeled. Sample contents include the
accidentally offended one another. They have changed into dueling garb and are fighting with rapiers to resolve their differences while onlookers drink wine and cheer them on. C25a. Garden Balcony This






