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Returning 35 results for 'button both delve combat regarded'.
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Monsters
Baldur’s Gate: Descent into Avernus
are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull Lasher of Myrkul;Skull lashers are spellcasters who use magic to augment their combat abilities. The
master of souls;Masters of Souls delve deep into Myrkul’s secrets, allowing them to animate the dead and perform other grave magic.
Monsters
Baldur’s Gate: Descent into Avernus
Cunning Action. On each of her turns in combat, Rilsa can use a bonus action to take the Dash, Disengage, or Hide action.
Focus. If Rilsa damages a creature with a weapon attack, she gains advantage
’s most notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city — and the best place to fence stolen gems, as it’s also the local Guild
Monsters
Baldur’s Gate: Descent into Avernus
lashers are spellcasters who use magic to augment their combat abilities. The master of souls;Masters of Souls delve deep into Myrkul’s secrets, allowing them to animate the dead and perform other grave magic.
Monsters
Baldur’s Gate: Descent into Avernus
Myrkul;Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull Lasher of Myrkul;Skull lashers are spellcasters who use magic to augment their combat
abilities. The master of souls;Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic.
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
built enclaves in similarly dramatic locations protected by magic, such as atop waterfalls, in caverns, on isolated mountain peaks, or in calderas of volcanoes. Magic Dependence High Netherese regarded
those who didn’t use magic as undisciplined children in need of guidance, yet the mages were made helpless by their own surfeit of privilege. A typical High Netherese couldn’t sew a button, sharpen a
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
built enclaves in similarly dramatic locations protected by magic, such as atop waterfalls, in caverns, on isolated mountain peaks, or in calderas of volcanoes. Magic Dependence High Netherese regarded
those who didn’t use magic as undisciplined children in need of guidance, yet the mages were made helpless by their own surfeit of privilege. A typical High Netherese couldn’t sew a button, sharpen a
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
built enclaves in similarly dramatic locations protected by magic, such as atop waterfalls, in caverns, on isolated mountain peaks, or in calderas of volcanoes. Magic Dependence High Netherese regarded
those who didn’t use magic as undisciplined children in need of guidance, yet the mages were made helpless by their own surfeit of privilege. A typical High Netherese couldn’t sew a button, sharpen a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chest is shut, the chest locks and the clamps snap shut on the key once more. Any character inside the chest when this happens is trapped. At the same time, a button magically appears on the lid of
magic. Consequently, the lid cannot be removed. The stone sarcophagus is impervious to damage and spells. Whenever one of the three chests is locked, a carved button magically appears on the sarcophagus
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chest is shut, the chest locks and the clamps snap shut on the key once more. Any character inside the chest when this happens is trapped. At the same time, a button magically appears on the lid of
magic. Consequently, the lid cannot be removed. The stone sarcophagus is impervious to damage and spells. Whenever one of the three chests is locked, a carved button magically appears on the sarcophagus
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chest is shut, the chest locks and the clamps snap shut on the key once more. Any character inside the chest when this happens is trapped. At the same time, a button magically appears on the lid of
magic. Consequently, the lid cannot be removed. The stone sarcophagus is impervious to damage and spells. Whenever one of the three chests is locked, a carved button magically appears on the sarcophagus
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inspection reveals that the flaming skull, the comet, and the tower are buttons that can be pressed. Flaming Skull. This carving represents Skullport. Each time this button is pressed, a magical
. Each time this button is pressed, a magical, disembodied male voice fills the room and says in Common, “Gate access to Stardock from level 16 only.”
Tower. This carving represents Halaster’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inspection reveals that the flaming skull, the comet, and the tower are buttons that can be pressed. Flaming Skull. This carving represents Skullport. Each time this button is pressed, a magical
. Each time this button is pressed, a magical, disembodied male voice fills the room and says in Common, “Gate access to Stardock from level 16 only.”
Tower. This carving represents Halaster’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inspection reveals that the flaming skull, the comet, and the tower are buttons that can be pressed. Flaming Skull. This carving represents Skullport. Each time this button is pressed, a magical
. Each time this button is pressed, a magical, disembodied male voice fills the room and says in Common, “Gate access to Stardock from level 16 only.”
Tower. This carving represents Halaster’s
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Epilogue: Croc Hunt Either as a way of apologizing for making a bad first impression on the lizardfolk, or to provide some extra excitement for combat-loving characters, this encounter pits the party
crocodile prowled in the marsh nearby. Crocodiles are sacred to this tribe and they regarded its presence as a good omen. The lizardfolk have much experience with crocodiles and thus perceived it as not
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Despotic Perspective A beholder believes it is superior to all other entities. Unintelligent foes are regarded as food or pets. An intelligent creature is seen as food or a potential minion. A
superiority, especially in combat, it is dismissive of its opponents’ efforts and insulting of their abilities and failures. An exceptional challenger can earn a measure of respect — enough that the beholder
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Despotic Perspective A beholder believes it is superior to all other entities. Unintelligent foes are regarded as food or pets. An intelligent creature is seen as food or a potential minion. A
superiority, especially in combat, it is dismissive of its opponents’ efforts and insulting of their abilities and failures. An exceptional challenger can earn a measure of respect — enough that the beholder
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
spells that completely change the way adventurers interact with the world. Their big, flashy spells are significant in combat — disintegrate, blade barrier, and heal, for example — but behind-the
characters undertake. Adventurers explore uncharted regions and delve into long-forgotten dungeons, where they confront terrible masterminds of the lower planes, cunning rakshasas and beholders, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
spells that completely change the way adventurers interact with the world. Their big, flashy spells are significant in combat — disintegrate, blade barrier, and heal, for example — but behind-the
characters undertake. Adventurers explore uncharted regions and delve into long-forgotten dungeons, where they confront terrible masterminds of the lower planes, cunning rakshasas and beholders, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
passages extending hundreds of feet in all directions. The adventurers’ goal often lies as far from the dungeon entrance as possible, forcing characters to delve deeper underground or push farther
prefer a scale where each square represents 5 feet, or you can subdivide your 10-foot grid into a 5-foot grid when you draw your maps for combat.) When you draw your map, keep the following points in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Despotic Perspective A beholder believes it is superior to all other entities. Unintelligent foes are regarded as food or pets. An intelligent creature is seen as food or a potential minion. A
superiority, especially in combat, it is dismissive of its opponents’ efforts and insulting of their abilities and failures. An exceptional challenger can earn a measure of respect — enough that the beholder
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
spells that completely change the way adventurers interact with the world. Their big, flashy spells are significant in combat — disintegrate, blade barrier, and heal, for example — but behind-the
characters undertake. Adventurers explore uncharted regions and delve into long-forgotten dungeons, where they confront terrible masterminds of the lower planes, cunning rakshasas and beholders, and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Epilogue: Croc Hunt Either as a way of apologizing for making a bad first impression on the lizardfolk, or to provide some extra excitement for combat-loving characters, this encounter pits the party
crocodile prowled in the marsh nearby. Crocodiles are sacred to this tribe and they regarded its presence as a good omen. The lizardfolk have much experience with crocodiles and thus perceived it as not
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Epilogue: Croc Hunt Either as a way of apologizing for making a bad first impression on the lizardfolk, or to provide some extra excitement for combat-loving characters, this encounter pits the party
crocodile prowled in the marsh nearby. Crocodiles are sacred to this tribe and they regarded its presence as a good omen. The lizardfolk have much experience with crocodiles and thus perceived it as not
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
below.
Barbarian. Storm with Rage, and wade into hand-to-hand combat. Then follow the Path of the...
Berserker to unleash raw violence.
Wild Heart to manifest kinship with animals.
World
forms.
Sea to channel tides and storms.
Stars to gain powers in a starry form.
Fighter. Master all weapons and armor. Then embody the...
Battle Master to use special combat maneuvers.
Champion
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
below.
Barbarian. Storm with Rage, and wade into hand-to-hand combat. Then follow the Path of the...
Berserker to unleash raw violence.
Wild Heart to manifest kinship with animals.
World
forms.
Sea to channel tides and storms.
Stars to gain powers in a starry form.
Fighter. Master all weapons and armor. Then embody the...
Battle Master to use special combat maneuvers.
Champion
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
character’s most exciting capabilities. This chapter offers twelve classes, each of which contains four subclasses—all summarized below.
Barbarian. Storm with Rage, and wade into hand-to-hand combat
.
Fighter. Master all weapons and armor. Then embody the...
Battle Master to use special combat maneuvers.
Champion to strive for peak combat prowess.
Eldritch Knight to learn spells to aid in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
character’s most exciting capabilities. This chapter offers twelve classes, each of which contains four subclasses—all summarized below.
Barbarian. Storm with Rage, and wade into hand-to-hand combat
.
Fighter. Master all weapons and armor. Then embody the...
Battle Master to use special combat maneuvers.
Champion to strive for peak combat prowess.
Eldritch Knight to learn spells to aid in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
character’s most exciting capabilities. This chapter offers twelve classes, each of which contains four subclasses—all summarized below.
Barbarian. Storm with Rage, and wade into hand-to-hand combat
.
Fighter. Master all weapons and armor. Then embody the...
Battle Master to use special combat maneuvers.
Champion to strive for peak combat prowess.
Eldritch Knight to learn spells to aid in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
passages extending hundreds of feet in all directions. The adventurers’ goal often lies as far from the dungeon entrance as possible, forcing characters to delve deeper underground or push farther
prefer a scale where each square represents 5 feet, or you can subdivide your 10-foot grid into a 5-foot grid when you draw your maps for combat.) When you draw your map, keep the following points in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
passages extending hundreds of feet in all directions. The adventurers’ goal often lies as far from the dungeon entrance as possible, forcing characters to delve deeper underground or push farther
prefer a scale where each square represents 5 feet, or you can subdivide your 10-foot grid into a 5-foot grid when you draw your maps for combat.) When you draw your map, keep the following points in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
below.
Barbarian. Storm with Rage, and wade into hand-to-hand combat. Then follow the Path of the...
Berserker to unleash raw violence.
Wild Heart to manifest kinship with animals.
World
forms.
Sea to channel tides and storms.
Stars to gain powers in a starry form.
Fighter. Master all weapons and armor. Then embody the...
Battle Master to use special combat maneuvers.
Champion
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. An exceptional wandslinger may know up up to three spells of up to 3rd level. A wandslinger’s spells and cantrips are almost always combat spells with an immediate effect, such as fire bolt, ray of
a result, arcane focuses are regarded as weapons throughout Khorvaire. If you’ve got a wand tucked into your belt, people may assume you know how to use it. Playing A Wandslinger
“Wandslinger
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. An exceptional wandslinger may know up up to three spells of up to 3rd level. A wandslinger’s spells and cantrips are almost always combat spells with an immediate effect, such as fire bolt, ray of
a result, arcane focuses are regarded as weapons throughout Khorvaire. If you’ve got a wand tucked into your belt, people may assume you know how to use it. Playing A Wandslinger
“Wandslinger
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. An exceptional wandslinger may know up up to three spells of up to 3rd level. A wandslinger’s spells and cantrips are almost always combat spells with an immediate effect, such as fire bolt, ray of
a result, arcane focuses are regarded as weapons throughout Khorvaire. If you’ve got a wand tucked into your belt, people may assume you know how to use it. Playing A Wandslinger
“Wandslinger
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. The adventurers’ goal often lies as far from the dungeon entrance as possible, forcing characters to delve deeper underground or push farther into the heart of the complex. A dungeon is usually
. Three-Dimensional Layout. Stairs, ramps, lifts, platforms, ledges, balconies, pits, and other changes of elevation make a dungeon interesting and make combat encounters in those areas challenging






