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Returning 35 results for 'breaks before divinity combat raging'.
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Classes
Player’s Handbook
Paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
Paladins train to learn the skills of combat, mastering a variety of weapons and
Spell Level—
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Channel Divinity
Prepared Spells
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Lay On Hands, Spellcasting, Weapon Mastery
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
raging.
Rock. Ranged Weapon Attack: +11;{"diceNotation":"1d20+11","rollType":"to hit","rollAction":"Rock"} to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7);{"diceNotation":"4d10+7","rollType
":"damage","rollAction":"Rock","rollDamageType":"bludgeoning"} bludgeoning damage.To hold its place or rise within the ordning, a frost giant must routinely face mighty foes in single combat. Some seek
Contagion
Legacy
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Learn More
Spells
Basic Rules (2014)
Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws
mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat
Monsters
Mordenkainen Presents: Monsters of the Multiverse
pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Green Slime Pot"} to hit, range 5/20 ft., one
breaks open on impact. A swarm of rot grubs emerges from the shattered pot and remains a hazard in that square.
Scorpion on a Stick. The kobold makes a melee attack with a scorpion (see the Monster
Cleric
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
their combat training to let them wade into melee with the power of the gods on their side.
Divine Agents
Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to
Channel Divinity (1/rest), Divine Domain Feature
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compendium
- Sources->Dungeons & Dragons->One-Shot Wonders: Holiday Adventure Pack
Let it Snow The old sleigh’s runners snap shortly after they depart. Failed attempts to fix them will cost the party 30 minutes. A raging hailstorm (like the Ice Storm spell) rolls in. The party must
decide whether to press on and take damage, or take cover and lose 30 minutes. The party cross a frozen lake, which breaks as they drive. If they fall overboard as the sleigh lurches, they take cold damage and lose 30 minutes.
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollType":"damage","rollAction":"Cone of Cold","rollDamageType":"cold"} cold damage on a failed save, or half as much damage on a successful one.
Create Ice Mephit (3/Day). Auril breaks off an
ice with which to combat foes. These weapons are supernaturally resilient until Auril discards them, whereupon they break and melt like normal ice.
Auril the Frostmaiden
Auril the Frostmaiden is a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Combat Adventurers encounter many dangerous monsters and nefarious villains. In those moments, combat often breaks out.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Combat CRAIG J SPEARING Adventurers encounter many dangerous monsters and nefarious villains. In those moments, combat often breaks out.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Running Combat This section builds on the combat rules in the Player’s Handbook and offers tips for keeping the game running smoothly when a fight breaks out.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Combat This section builds on the combat rules in the Player’s Handbook and offers tips for keeping the game running smoothly when a fight breaks out.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good. Path of the Zealot Features Barbarian Level Feature 3rd Divine Fury, Warrior
you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle. Restriction: Dwarves Only Only dwarves can follow the Path of
” sidebar) as a weapon. While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
characters’ Dexterity (Stealth) check modifiers and their passive Perception scores. When a fight breaks out, check the Sahuagin Roster table to determine if the noise of combat in an area attracts reinforcements.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
start combat. When a fight breaks out, see the “Combat” section in the D&D Beyond Basic Rules. The following stat blocks are used in this section: Animated Flying Sword Bugbear Warrior Carrion Crawler
Combat Though it’s possible to avoid combat with many of the caves’ occupants, the characters eventually will clash with creatures that can’t be reasoned with. The text states when a monster might
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
combat breaks out in this chamber, the githyanki warriors in area 6a come to investigate. A permanent enchantment in this chamber grants any creature in the area advantage on saving throws against being charmed, and causes the levitate and detect thoughts spells to automatically fail when cast.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sharn Watch Guards The Sharn Watch has a modest presence in Terminus. Its guards defend wealthy visitors and the holdings of House Orien. If combat breaks out in the streets or if a bystander calls
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
. Monster stat blocks referenced in these adventures appear in chapter 3 or the Monster Manual. When play takes place in locations with NPCs described in the “Facility Staff” section, those NPCs take cover or run if combat breaks out.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Statuesque You might introduce different options for interacting with the statues in area 24, especially if combat breaks out there. For example, if the eidolon inhabits a statue of Zariel or Bel
combat, if the characters are allied with Moghadam and remove a hand and an eye from any statue, Vecna rewards them with some boon (advantage on attack rolls during the first round of their next fight, having a consumable magic item appear in the statue’s remaining hand, and so forth).
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
War A hobgoblin army marches toward the city, leading elephants and giants to batter down the stronghold’s walls and ramparts. Dragons wheel above an invading horde, scattering enemies as the raging
supplement the more combat-oriented adventures. The War of the Lance in the Dragonlance Chronicles novels and the War of the Spider Queen in the novel series of the same name are prominent examples of wars in D&D novels.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
leads to area 31. The trapdoor is a 3-foot-square stone slab that requires a successful DC 13 Strength (Athletics) check to push open.
If combat breaks out here, the githyanki gish in area 29d come to
investigate. The githyanki attack anyone they perceive as an intruder and fight until five of their number fall, after which the rest retreat to area 21b. The straw dummies are used for combat
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
someone? That always makes me feel better.
Oath of Redemption Features Paladin Level Feature 3rd Oath Spells, Channel Divinity 7th Aura of the Guardian (10 ft.) 15th Protective Spirit 18th Aura of
hold monster, wall of force Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Emissary of Peace. You can use your Channel Divinity to augment
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Aftermath of the Siege When Kansaldi is defeated, the Red Dragon Army breaks completely, retreating southeast toward the Taman Busuk. The adventure unfolds in one of two ways from here: With Mass
Combat. If you are using the Dragonlance: Warriors of Krynn game along with this adventure, consult the “Warriors of Krynn: Scenario 12” sidebar. Without Mass Combat. If you aren’t using the Dragonlance
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
characters. If combat breaks out while the characters are with Kalaman’s troops, use five Kalaman soldiers (see appendix B)—or however many you deem appropriate—to represent allied soldiers who are quick to
missions while the army advances. Darrett won’t send his soldiers into uncertain danger, such as caves or ruins. Combat Encounters Avoid involving Kalaman’s troops in encounters meant for the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. Filth Fever. A raging fever sweeps through the creature’s body. The
effects of the confusion spell during combat. Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. Filth Fever. A raging fever sweeps through the creature’s body. The
effects of the confusion spell during combat. Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
begun to move prisoners from area 17 up to the temple. Additionally, a dragonfang, 5 dragonclaws, and 2 guard drakes working nearby arrive within 2 rounds if a disturbance breaks out. (See appendix D for
characters are free to make use of these allies any way they see fit. If sent into combat, they quickly perish.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
to move prisoners from area 17 up to the temple. Additionally, a dragonfang, 5 dragonclaws, and 2 guard drakes working nearby arrive within 2 rounds if a disturbance breaks out. (See appendix D for
characters are free to make use of these allies any way they see fit. If sent into combat, they quickly perish.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
those discussions unless they have questions for you. Learn to recognize the times when you can take a break as the DM, and then resume the action as soon as everyone’s ready. Taking Breaks
When you
finish a lengthy combat encounter or a tension-filled scene, or if you need time to think, take a quick break. Give your brain a few moments to refocus, relax, or prepare for the next encounter. It’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
remain here while they arm themselves and head quickly to area 9. If combat breaks out here, reinforcements from area 17 arrive in 1d3 rounds.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spot hidden enemies, and which ones are the closest to those enemies if a fight breaks out. You can change your marching order outside combat and record the order any way you like: write it down, for
the DM might have you use the travel pace rules below. If you need to know how fast you can move when every second matters, see the movement rules in “Combat” later in this chapter. Marching Order
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Learn to recognize the times when you can take a break as the DM, and then resume the action as soon as everyone’s ready. Taking Breaks
When you finish a lengthy combat encounter or a tension-filled
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Werebat Caves These natural caves have uneven floors and 30-foot-high ceilings. Enough light enters to dimly illuminate each cave. In total, nine goblin werebats lurk here. If combat breaks out
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
following subsections. Alarms If intruders are detected or a fight breaks out on one of the ships, the entire crew (one drow mage captain, three drow elite warriors, and seventeen drow) mobilizes to combat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dripping with blood (see “Regional Effects”). These duergar have orders to deliver adventurers to Valtagar Steelshadow unharmed. If a fight breaks out, they use Enlarge and defend themselves. If the
50 percent chance that a passing duergar patrol (see above) hears the ruckus and arrives on the scene at the end of the third round of combat. If the remorhaz is still around, the duergar help defeat






