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Returning 33 results for 'can while readiness'.
Magic Items
Tomb of Annihilation
This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits:
The armor improves your combat readiness, granting you a +5 bonus to
, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor’s curse.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Part 1: Welcome to Wildspace Spelljammer Academy’s newest recruits are brought to the Simulations Deck for a quick combat trial so that academy personnel can assess their skills and readiness. The
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Part 1: Welcome to Wildspace Spelljammer Academy’s newest recruits are brought to the Simulations Deck for a quick combat trial so that academy personnel can assess their skills and readiness. The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
improves your combat readiness, granting you a +5 bonus to initiative as long as you aren’t incapacitated. The armor doesn’t impose disadvantage on your Dexterity (Stealth) checks. The armor doesn’t impose
Constitution saving throw, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor’s curse.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
improves your combat readiness, granting you a +5 bonus to initiative as long as you aren’t incapacitated. The armor doesn’t impose disadvantage on your Dexterity (Stealth) checks. The armor doesn’t impose
Constitution saving throw, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor’s curse.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
three when the sidekick reaches 15th level. If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both. Battle Readiness 7th-level Warrior feature The
Second Wind (1 use) 3rd +2 Improved Critical 4th +2 Ability Score Improvement 5th +3 — 6th +3 Extra Attack (1 extra) 7th +3 Battle Readiness 8th +3 Ability Score Improvement 9th +4 — 10th +4 Improved
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Battle Readiness. The warrior has advantage on initiative rolls.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Martial Role. The warrior has
Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Actions
Extra Attack. The warrior can attack twice, instead of once, whenever it
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
three when the sidekick reaches 15th level. If the sidekick has the Multiattack action, it can use Extra Attack or Multiattack on a turn, not both. Battle Readiness 7th-level Warrior feature The
Second Wind (1 use) 3rd +2 Improved Critical 4th +2 Ability Score Improvement 5th +3 — 6th +3 Extra Attack (1 extra) 7th +3 Battle Readiness 8th +3 Ability Score Improvement 9th +4 — 10th +4 Improved
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Battle Readiness. The warrior has advantage on initiative rolls.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Martial Role. The warrior has
Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal to 1d10 + its level.
Actions
Extra Attack. The warrior can attack twice, instead of once, whenever it
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Battle Readiness. The warrior has advantage on initiative rolls.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Indomitable (1/Day). The
attack rolls.
Defender. The warrior gains the Protection reaction below.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Battle Readiness. The warrior has advantage on initiative rolls.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Improved Defense. The
choice:
Attacker. The warrior gains a +2 bonus to attack rolls.
Defender. The warrior gains the Protection reaction below.
Second Wind (Recharges after a Short or Long Rest). The warrior can use
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Battle Readiness. The warrior has advantage on initiative rolls.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Indomitable (1/Day). The
attack rolls.
Defender. The warrior gains the Protection reaction below.
Second Wind (Recharges after a Short or Long Rest). The warrior can use a bonus action on its turn to regain hit points equal
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Battle Readiness. The warrior has advantage on initiative rolls.
Improved Critical. The warrior’s attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Improved Defense. The
choice:
Attacker. The warrior gains a +2 bonus to attack rolls.
Defender. The warrior gains the Protection reaction below.
Second Wind (Recharges after a Short or Long Rest). The warrior can use
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
+ 2) slashing damage.
Reactions
Protection. When a creature Levna can see within 5 feet of her is targeted by an attack, she can impose disadvantage on the attack roll if she can see the attacker
and she is wielding a melee weapon.
Levna beyond 1st Level Level Hit Points New Features 2nd 19 (3d8 + 6) Second Wind. Levna can use a bonus action on her turn to regain hit points equal to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
+ 2) slashing damage.
Reactions
Protection. When a creature Levna can see within 5 feet of her is targeted by an attack, she can impose disadvantage on the attack roll if she can see the attacker
and she is wielding a melee weapon.
Levna beyond 1st Level Level Hit Points New Features 2nd 19 (3d8 + 6) Second Wind. Levna can use a bonus action on her turn to regain hit points equal to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
score increases by 2. 6th 38 (7d8 + 7) Extra Attack. Ayik can attack twice, instead of once, whenever he takes the Attack action on his turn. 7th 44 (8d8 + 8) Battle Readiness. Ayik has advantage on
, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Ayik beyond 1st Level Level Hit Points New Features 2nd 16 (3d8 + 3) Second Wind. Ayik can use a bonus action on his turn to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
score increases by 2. 6th 38 (7d8 + 7) Extra Attack. Ayik can attack twice, instead of once, whenever he takes the Attack action on his turn. 7th 44 (8d8 + 8) Battle Readiness. Ayik has advantage on
, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Ayik beyond 1st Level Level Hit Points New Features 2nd 16 (3d8 + 3) Second Wind. Ayik can use a bonus action on his turn to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, I noted its remarkable weight, and Storn told me that the blade was not steel beneath, but adamantine. I questioned him more about this, and his readiness to tell me of its origin speaks to both the
, surely they put it to good use against the duergar. I don’t think Storn will mind my sharing his city’s secrets. You can go and ask him if you like. He’ll no doubt enjoy another little “vacation” from the war in the tunnels.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, I noted its remarkable weight, and Storn told me that the blade was not steel beneath, but adamantine. I questioned him more about this, and his readiness to tell me of its origin speaks to both the
, surely they put it to good use against the duergar. I don’t think Storn will mind my sharing his city’s secrets. You can go and ask him if you like. He’ll no doubt enjoy another little “vacation” from the war in the tunnels.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Avernus to maintain the utmost readiness and coordination. Wounded devils retreat, knowing that fresh reinforcements can continue the fight. Hordes of lemures, devils that are permanently destroyed only
contract offer from a powerful devil can arrive as a lesser devil. Demons generally have no regard for mortal souls and do not solicit them, but living creatures do have their uses. Groups of corrupted
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Avernus to maintain the utmost readiness and coordination. Wounded devils retreat, knowing that fresh reinforcements can continue the fight. Hordes of lemures, devils that are permanently destroyed only
contract offer from a powerful devil can arrive as a lesser devil. Demons generally have no regard for mortal souls and do not solicit them, but living creatures do have their uses. Groups of corrupted
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Monastic Orders The following orders can be found in various parts of the Forgotten Realms. The Dark Moon A monastic order devoted to Shar, the Dark Moon works openly in lands where her worship is
should strive to make the body beautiful. Fitness, cleanliness, and well-honed physicality create a clearer window through which the light can shine. Seek spiritual virtue. Recognize the light in others
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Monastic Orders The following orders can be found in various parts of the Forgotten Realms. The Dark Moon A monastic order devoted to Shar, the Dark Moon works openly in lands where her worship is
should strive to make the body beautiful. Fitness, cleanliness, and well-honed physicality create a clearer window through which the light can shine. Seek spiritual virtue. Recognize the light in others
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
preparing for battle, echoing with clanging weapons and Sahuagin shouting. If the party is wily, they might use the din to their favor and catch their foes unaware. The general combat readiness of the
sahuagin is summarized by whether or not they are on alert. When the party reaches the fortress, the sahuagin are not alert. This can change quickly, though. If any of the following circumstances occur, the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
preparing for battle, echoing with clanging weapons and Sahuagin shouting. If the party is wily, they might use the din to their favor and catch their foes unaware. The general combat readiness of the
sahuagin is summarized by whether or not they are on alert. When the party reaches the fortress, the sahuagin are not alert. This can change quickly, though. If any of the following circumstances occur, the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
can, and shares as little as she can get away with. Prisoner 13 is comfortable with her lot in life, enjoying the anonymity and ironic protection of Revel’s End like a warm blanket on a winter night
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
can, and shares as little as she can get away with. Prisoner 13 is comfortable with her lot in life, enjoying the anonymity and ironic protection of Revel’s End like a warm blanket on a winter night
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
can, and shares as little as she can get away with. Prisoner 13 is comfortable with her lot in life, enjoying the anonymity and ironic protection of Revel’s End like a warm blanket on a winter night
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
can, and shares as little as she can get away with. Prisoner 13 is comfortable with her lot in life, enjoying the anonymity and ironic protection of Revel’s End like a warm blanket on a winter night
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
insignia scarabs of House Freth can ignore. A successful DC 25 Strength (Athletics) check is needed to force open such a door. The inner doors have no locks. When an alarm sounds outside, the occupants
. This state of battle readiness is maintained until Rilna Freth tells occupants of the fortress that it is secure. 19a. Elite Barracks Four off-duty female drow elite warriors are stationed here
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
insignia scarabs of House Freth can ignore. A successful DC 25 Strength (Athletics) check is needed to force open such a door. The inner doors have no locks. When an alarm sounds outside, the occupants
. This state of battle readiness is maintained until Rilna Freth tells occupants of the fortress that it is secure. 19a. Elite Barracks Four off-duty female drow elite warriors are stationed here
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
centuries before the magic sustaining his health failed. He now lies entombed in his tower, which you can still see standing in the courtyard of the Palace of Waterdeep. Beware that you don’t
, Waterdeep stood at the center of events. But the effects of the more recent crises can still be seen in the city today, even though they occurred a great distance from where Waterdeep stands. When the gods
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
centuries before the magic sustaining his health failed. He now lies entombed in his tower, which you can still see standing in the courtyard of the Palace of Waterdeep. Beware that you don’t
, Waterdeep stood at the center of events. But the effects of the more recent crises can still be seen in the city today, even though they occurred a great distance from where Waterdeep stands. When the gods