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Returning 35 results for 'breaking bit devising call resolve'.
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breathing bit devising call remove
Monsters
Mordenkainen Presents: Monsters of the Multiverse
door, dispel magic, fly, invisibilityThough deathlocks exist to serve their patrons, they retain some freedom when it comes to devising tactics and carrying out plans. Powerful deathlocks recruit
forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails
Monsters
The Wild Beyond the Witchlight
always sit well with their more cautious companions.
Alignment. Chaotic good.
Personality Trait. “I’m a bit rash, to put it mildly.”
Ideal. “I have no tolerance for bullies and
, they try to use their boots of levitation to escape.
Valor's Call
The noble adventuring party known as Valor’s Call was founded by Strongheart, a resolute human paladin committed to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
a good god, while one that serves a Great Old One might hunt for the materials needed to call forth a horrifying entity into the world. To accomplish a difficult goal, the deathlock might be forced
warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock
Magic Items
Mordenkainen Presents: Monsters of the Multiverse
A rider binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, and stirrups, along with spurs that are worn by the rider. A nightmare equipped with
infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed.
You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or
Infernal Tack
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Mordenkainen’s Tome of Foes
A narzugon binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears
the spurs until the wearer dies or the tack is removed.
You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The
Backgrounds
Sword Coast Adventurer's Guide
you normally would when you forage there.
Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of
fiddling with them, and sometimes accidentally breaking them.
7
I feel far more comfortable around animals than people.
8
I was, in fact, raised by wolves.
d6
Ideal
1
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Attack Rolls Call for an attack roll when a character tries to hit a creature or an object with an attack, especially when the attack could be foiled by the target’s armor or shield or by another
object providing cover. You can also use attack rolls to resolve noncombat activities such as archery contests or a game of darts.
Paladin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes
, Paladine, Kiri-Jolith, Dol Arrah, the Silver Flame, Bahamut, Athena, Re-Horakhty, and Heimdall.
How did you experience your call to serve as a paladin? Did you hear a whisper from an unseen god or angel
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
-four miles per day over a period of ten hours. The characters must rest for eight hours per day, with the remaining six hours consisting of making and breaking camp, preparing meals, and a little bit of foraging or hunting as the opportunity permits.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
-four miles per day over a period of ten hours. The characters must rest for eight hours per day, with the remaining six hours consisting of making and breaking camp, preparing meals, and a little bit of foraging or hunting as the opportunity permits.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Attack Rolls Call for an attack roll when a character tries to hit a creature or an object with an attack, especially when the attack could be foiled by the target’s armor or shield or by another
object providing cover. You can also use attack rolls to resolve noncombat activities such as archery contests or a game of darts.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Attack Rolls Call for an attack roll when a character tries to hit a creature or an object with an attack, especially when the attack could be foiled by the target’s armor or shield or by another
object providing cover. You can also use attack rolls to resolve noncombat activities such as archery contests or a game of darts.
Kenku
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
kenku make an easy living serving as messengers, spies, and lookouts for thieves’ guilds, bandits, and other criminal cartels. A network of kenku can relay a bird call or similar noise across the
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
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
-four miles per day over a period of ten hours. The characters must rest for eight hours per day, with the remaining six hours consisting of making and breaking camp, preparing meals, and a little bit of foraging or hunting as the opportunity permits.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, Resilient, Shield Master, Tavern Brawler, Tough When bottles start breaking and chairs start flying, you’re in your element. You love a good scrap, and you’ve likely seen your share of them. You may or may not have formal training, and while others might call you a dirty fighter, you’re still alive.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, Resilient, Shield Master, Tavern Brawler, Tough When bottles start breaking and chairs start flying, you’re in your element. You love a good scrap, and you’ve likely seen your share of them. You may or may not have formal training, and while others might call you a dirty fighter, you’re still alive.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, Resilient, Shield Master, Tavern Brawler, Tough When bottles start breaking and chairs start flying, you’re in your element. You love a good scrap, and you’ve likely seen your share of them. You may or may not have formal training, and while others might call you a dirty fighter, you’re still alive.
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->Dungeon Master’s Guide
Special Favors A reward might be a favor the characters can call on at some future date. Special favors work best when the individual granting them is trustworthy. A Lawful Good or Lawful Neutral NPC
will do whatever can be done to fulfill an obligation when the time comes, short of breaking laws. A Lawful Evil NPC does the same, but only because a deal is a deal. A Neutral Good or Neutral NPC
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Special Favors A reward might be a favor the characters can call on at some future date. Special favors work best when the individual granting them is trustworthy. A Lawful Good or Lawful Neutral NPC
will do whatever can be done to fulfill an obligation when the time comes, short of breaking laws. A Lawful Evil NPC does the same, but only because a deal is a deal. A Neutral Good or Neutral NPC
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Special Favors A reward might be a favor the characters can call on at some future date. Special favors work best when the individual granting them is trustworthy. A Lawful Good or Lawful Neutral NPC
will do whatever can be done to fulfill an obligation when the time comes, short of breaking laws. A Lawful Evil NPC does the same, but only because a deal is a deal. A Neutral Good or Neutral NPC
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
with an Acquisitions Incorporated franchise, you understand that your maneuvers might not do as much damage as the focused attacks of a less subtle fighter. But the needs of a franchise often call for
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
with an Acquisitions Incorporated franchise, you understand that your maneuvers might not do as much damage as the focused attacks of a less subtle fighter. But the needs of a franchise often call for
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
with an Acquisitions Incorporated franchise, you understand that your maneuvers might not do as much damage as the focused attacks of a less subtle fighter. But the needs of a franchise often call for
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Character Hooks Consider the following ways to involve characters in this adventure: Business Call. A character knows Uzoma, overseer of the Goldwarren, personally or through business dealings at the
by a calamity. Royal Attendants. King Diara of Anisa has heard about the characters and hopes they might guide his directionless son Prince Simbon. When the characters arrive, the king asks the characters to help Simbon resolve the Goldwarren disaster.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Character Hooks Consider the following ways to involve characters in this adventure: Business Call. A character knows Uzoma, overseer of the Goldwarren, personally or through business dealings at the
by a calamity. Royal Attendants. King Diara of Anisa has heard about the characters and hopes they might guide his directionless son Prince Simbon. When the characters arrive, the king asks the characters to help Simbon resolve the Goldwarren disaster.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Character Hooks Consider the following ways to involve characters in this adventure: Business Call. A character knows Uzoma, overseer of the Goldwarren, personally or through business dealings at the
by a calamity. Royal Attendants. King Diara of Anisa has heard about the characters and hopes they might guide his directionless son Prince Simbon. When the characters arrive, the king asks the characters to help Simbon resolve the Goldwarren disaster.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Special Favors A reward might come in the form of a favor that the characters can call on at some future date. Special favors work best when the individual granting them is trustworthy. A lawful good
or lawful neutral NPC will do whatever can be done to fulfill an obligation when the time comes, short of breaking laws. A lawful evil NPC does the same, but only because a deal is a deal. A neutral
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Special Favors A reward might come in the form of a favor that the characters can call on at some future date. Special favors work best when the individual granting them is trustworthy. A lawful good
or lawful neutral NPC will do whatever can be done to fulfill an obligation when the time comes, short of breaking laws. A lawful evil NPC does the same, but only because a deal is a deal. A neutral
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Special Favors A reward might come in the form of a favor that the characters can call on at some future date. Special favors work best when the individual granting them is trustworthy. A lawful good
or lawful neutral NPC will do whatever can be done to fulfill an obligation when the time comes, short of breaking laws. A lawful evil NPC does the same, but only because a deal is a deal. A neutral






