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                        Returning 35 results for 'choices could'.
                    
                
                        
                            
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                                        choice could
                                    
                                
                                    
                                        chooses could
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    . Typical choices include Heat Metal, Lightning Bolt, and Magic Missile.Multiattack. The helmed horror makes two Arcane Sword attacks.
Arcane Sword. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    
Goliath
7
Halfling
8
Human
9
Orc
10
Tiefling
The reincarnated creature makes any choices that a speciesâ description offers, and the creature recalls its former
                                                
                                            
                                        
                                                    Your training with weapons allows you to use the mastery properties of one kind of Simple or Martial Ranged weapons of your choice from The Gunslinger Class: Valdaâs Spire of Secrets. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
                                                
                                            
                                        
                                                     and change one of those weapon choices.
When you reach certain Gunslinger levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Gunslinger Features table.
                                                
                                            
                                        
                                                     Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monster Hunter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Monster Hunter Features table.
                                                
                                            
                                        
                                                     Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monster Hunter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Monster Hunter Features table.
                                                
                                            
                                        
                                                    Your training with weapons allows you to use the mastery properties of another Simple or Martial Ranged weapon of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of your weapon choices.
                                                
                                            
                                        
                                                    Your training with weapons allows you to use the mastery properties of another Simple or Martial Ranged weapon of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of your weapon choices.
                                                
                                            
                                        
                                                     change one of your weapon choices.
When you reach certain Gunslinger levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Gunslinger Features table.
                                                
                                            
                                        
                                                     Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monster Hunter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Monster Hunter Features table.
                                                
                                            
                                        
                                                     Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monster Hunter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Monster Hunter Features table.
                                                
                                            
                                        
                                                     Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monster Hunter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Monster Hunter Features table.
                                                
                                            
                                        
                                                     Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monster Hunter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Monster Hunter Features table.
                                                
                                            
                                        
                                                     Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monster Hunter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Monster Hunter Features table.
                                                
                                            
                                        
                                                     Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Monster Hunter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Monster Hunter Features table.
                                                
                                            
                                        
                                                     change one of your weapon choices.
When you reach certain Gunslinger levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Gunslinger Features table.
                                                
                                            
                                        
                                                     and change one of those weapon choices.
When you reach certain Gunslinger levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Gunslinger Features table.
                                                
                                            
                                        
                                                     Feats
                                                    Playerâs Handbook (2024)
                                                    
                                                
                                            
                                                     Resistance to two of the following damage types of your choice: Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. Whenever you finish a Long Rest, you can change your choices
                                                
                                            
                                        
                                                     Backgrounds
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     number of personal choices or ill-fated circumstances might have led you to turn away from society. You may, if you wish, choose or roll an origin event from the Hermit Origins table.
d8
Life
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Leaving Velkynvelve The characters have three choices for leaving Velkynvelve: the north, west, and south passages.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Personal Decisions  Your characterâs life takes a particular course depending on the choices you make for the characterâs background and class.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    5: Choose Equipment Assemble a package of equipment worth 50 GP (including unspent gold). Donât include Martial weapons or armor, as characters get them from their class choices.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    5: Choose Equipment Assemble a package of equipment worth 50 GP (including unspent gold). Donât include Martial weapons or armor, as characters get them from their class choices.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    Subclass Options At 3rd level, a bard chooses a Bard College. At 1st level, a warlock chooses an Otherworldly Patron. This section offers the College of Spirits for the bard and the Undead Otherworldly Patron for the warlock, expanding their options for those choices.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Preparing for Play Players feel more immersed in the setting when their charactersâ backgrounds, bonds, and faction choices come to life at the table. Once your players make their characters, make a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Starting Equipment All characters begin the adventure with a free set of cold weather clothing in addition to the starting equipment they receive from their class and background choices. See âWinter
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerâs Guide
                                                    
                                                
                                            
                                                    Backgrounds The following backgrounds are good choices for 1st-level characters who have ties to the Astral Plane. These backgrounds each give a feat. If a character takes a background from elsewhere
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     law, chaos, good, or evil. Unaligned. Many creatures of low intelligence have no comprehension of law or chaos, good or evil. They donât make moral or ethical choices, but rather act on instinct. These creatures are unaligned, which means they donât have an alignment.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    â actions, or other effects. These curses provide ominously poetic responses to fateful choices and afflictions that last until theyâre alleviated by specific remedies. Spells at the charactersâ disposal might relieve these cursesâ effects temporarily but canât lift them completely. The price must be paid.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     and Dark Gifts presented later in this chapter provide such opportunities. How a character engages with the evil inside themself can make for exciting conflicts. Be sure that your choices allow your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     should result in the test ending and the character regaining consciousness unharmed. However, if a character forsakes all magic or refuses to engage with the test, let the player know these choices
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    : âCount your lucky coppers that we have seven choices on the menu for you.â Dexterity (Stealth) DC 15. The character blends in with the crowd to eavesdrop on another table, overhearing the patrons
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     abilities. Choose an Alignment. Alignment is a shorthand for your characterâs moral compass. Fill in Details. Using the choices youâve made, fill in the remaining details on your character sheet.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     abilities. Choose an Alignment. Alignment is a shorthand for your characterâs moral compass. Fill in Details. Using the choices youâve made, fill in the remaining details on your character sheet.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    , entertainer, and folk hero are all appropriate backgrounds. Local Customs. Each principality has its own martial traditions, fashions, and slang. Think about how your choices reflect your principality
                                                
                                            
                                        






