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Returning 10 results for 'choose of darting'.
Other Suggestions:
choose of during
choose of drawing
choose of daring
choose of drafting
choose of dancing
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent
9th Panache 13th Elegant Maneuver 17th Master Duelist Fancy Footwork When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent
. Fancy Footwork When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent
. Fancy Footwork When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent
9th Panache 13th Elegant Maneuver 17th Master Duelist Fancy Footwork When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
unoccupied space within 10 feet of the chute’s exit. A creature can choose to fail this saving throw. Clambering back up a chute requires a successful DC 15 Strength (Athletics) check. B65: Ritual
chosen! Praise the Returner!” shouts the cultist on the altar with glee as they melt into an amorphous blob of chattering teeth and darting eyes.
Treasure. The twelve cultists each wear a gold mask of
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
succeed on a DC 18 Dexterity saving throw or have the prone condition.
Bonus Actions
Darting Flight. The high fae moves up to its speed. This movement doesn’t provoke opportunity attacks
incapacitated condition.
Legendary Resistance (3/Day). If the high fae fails a saving throw, it can choose to succeed instead.
Magic Resistance. The high fae has advantage on saving throws against
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
succeed on a DC 18 Dexterity saving throw or have the prone condition.
Bonus Actions
Darting Flight. The high fae moves up to its speed. This movement doesn’t provoke opportunity attacks
incapacitated condition.
Legendary Resistance (3/Day). If the high fae fails a saving throw, it can choose to succeed instead.
Magic Resistance. The high fae has advantage on saving throws against
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
unoccupied space within 10 feet of the chute’s exit. A creature can choose to fail this saving throw. Clambering back up a chute requires a successful DC 15 Strength (Athletics) check. B65: Ritual
chosen! Praise the Returner!” shouts the cultist on the altar with glee as they melt into an amorphous blob of chattering teeth and darting eyes.
Treasure. The twelve cultists each wear a gold mask of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
) lair here. They try to steal the characters’ magic before darting away to feed. Doors. The door to the west wall shows the Balance card. The door to the south shows the Donjon card. 8: Balance A
choose one). The curse can’t be broken while the House of Cards exists. Otherwise, a Remove Curse or similar magic ends it. 22: Comet A being composed of swirling dust and ice hovers at the far end of the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
) lair here. They try to steal the characters’ magic before darting away to feed. Doors. The door to the west wall shows the Balance card. The door to the south shows the Donjon card. 8: Balance A
choose one). The curse can’t be broken while the House of Cards exists. Otherwise, a Remove Curse or similar magic ends it. 22: Comet A being composed of swirling dust and ice hovers at the far end of the