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Returning 20 results for 'choice capacity'.
Other Suggestions:
choose capacity
Magic Items
Descent into the Lost Caverns of Tsojcanth
. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.
The boat can transport up to 1,000
pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.
Spells
Elemental Evil Player's Companion
choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the
four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of
Magic Items
Acquisitions Incorporated
Dexterity (Sleight of Hand) check. On a success, you draw forth an item of your choice on the Adventuring Gear table in chapter 5 of the Player’s Handbook. The item must be of a size that can fit
rank 4, your living loot satchel receives another upgrade, becoming a very rare magic item. The secret chest accessed by your satchel now has the storage capacity of a portable hole—6 feet in
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their
Armor Class while on the boat. The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity. Stephen Andrade Tasha’s Creeping Keelboat
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
color in darkness, only shades of gray. Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the
enemy than you started. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Primal Intuition. You have proficiency in two of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
. Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for
to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, allowing it to serve as a member of the crew. A number of creatures equal to the ship’s creature capacity can be animated in this manner at any given time. Smuggler’s Banner This flag is meant to be flown
captain’s choice. Hostile creatures aboard the ship don’t move with the ship and fall into the water it once occupied. Once this item is used to teleport, it can’t teleport in this way again for 2d6
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on
sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on
sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
transformation worthy of legend. Most creatures that lack the capacity for rational thought do not have alignments — they are unaligned. Such a creature is incapable of making a moral or ethical choice and
are typically chaotic evil. Alignment in the Multiverse For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other people can choose whether to follow the paths of good
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
determining your carrying capacity and the weight you can push, drag, or lift. Sneaky. You are proficient in the Stealth skill. Surprise Attack. If you surprise a creature and hit it with an attack on
darkness, only shades of gray. Martial Training. You are proficient with two martial weapons of your choice and with light armor. Saving Face. Hobgoblins are careful not to show weakness in front of
Magic Items
Infernal Machine Rebuild
150 feet but lose all other movement.
You are blinded.
02
You can cast the speak with animals spell at will, but can use it to speak with only one animal of your choice.
All animals despise
you. You have disadvantage on Wisdom (Animal Handling) checks.
03
One weapon or item you carry of your choice gains a walking speed of 30 feet and goes where you tell it.
Your armor and clothing
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
move of the decisionist is to impress the importance of a particular looming choice on the other franchisees, then call for a vote. The results of all franchise votes are recorded, then later reported
in this capacity for years. When she leverages her coin of decisionry, glinting with its final, unswerving resolve, it is because she has heard all.
The Decisonist Franchise Rank Features
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
your carrying capacity and the weight you can push, drag, or lift. Sneaky. You are proficient in the Stealth skill. Surprise Attack. If you surprise a creature and hit it with an attack on your first
color in darkness, only shades of gray. Martial Training. You are proficient with two martial weapons of your choice and with light armor. Saving Face. Hobgoblins are careful not to show weakness in
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb
, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. Survivor. You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
establish the setting of the adventure, or use them in a nonhostile capacity. For example, if you’re creating encounters for a 6th-level party, a fight against two storm giants would make for a dreadfully
is doing when the encounter occurs. That choice can influence how you roleplay the giant if the characters engage in conversation. Initial Attitude Each creature on these tables includes a suggested
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
dragons are typically chaotic evil. Alignment in the Multiverse For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other people can choose whether to follow the paths
new—a transformation worthy of legend.
Most creatures that lack the capacity for rational thought do not have alignments—they are unaligned. Such a creature is incapable of making a moral or ethical
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Need At rank 3, you can use a bonus action to reach into your living loot satchel and make a DC 15 Dexterity (Sleight of Hand) check. On a success, you draw forth an item of your choice on the
accessed by your satchel now has the storage capacity of a portable hole — 6 feet in diameter and 10 feet deep. As before, you can place any appropriately sized object into the portable-hole-sized chest
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you
your choice: Animal Handling, Medicine, Nature, or Survival. Languages. You can speak, read, and write Common and Sylvan. (Wisnu Tan)
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
rainwater for drinking and washing, but the hermits often augment that supply with barrels of fresh water shipped in from the mainland. Recent rains have filled the cistern to capacity. Treasure. Since
and curtains to attack anyone entering the room. Every round, three swarms of rats appear in one of the cells (your choice) and pour out to devour the characters. A total of twelve swarms can appear