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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or
                                                
                                            
                                                
                                                     that save:
Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options
                                                
                                            
                                                
                                                    :
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If Titivilus fails a saving throw, he can choose to succeed instead.
Magic Resistance. Titivilus has advantage on saving throws against spells and other magical effects
                                                
                                            
                                                
                                                     he starts his turn with 0 hit points and doesn’t regenerate.
Ventriloquism. Whenever Titivilus speaks, he can choose a point within 60 feet of him; his voice emanates from that point.Multiattack
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , lightning bolt, sendingSpell Reflection. If the morkoth makes a successful saving throw against a spell or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it
                                                
                                            
                                                
                                                     creatures or objects from bygone ages might be found within a morkoth’s dominion.
Some islands travel a specific route, arriving at the same destinations regularly over a cycle of years. Others
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If Moloch fails a saving throw, he can choose to succeed instead.
Magic Resistance. Moloch has advantage on saving throws against spells and other magical effects
                                                
                                            
                                                
                                                    , and become frightened of Moloch for 1 minute. While frightened in this way, a creature must take the Dash action and move away from Moloch by the safest available route on each of its turns, unless
                                                
                                            
                                        
                                                    Titivilus
                                                    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                    )
Legendary Resistance (3/Day). If Titivilus fails a saving throw, he can choose to succeed instead.
Magic Resistance. Titivilus has advantage on saving throws against spells and other magical effects
                                                
                                            
                                                
                                                     start of his next turn. Titivilus dies only if he starts his turn with 0 hit points and doesn't regenerate.
Ventriloquism. Whenever Titivilus speaks, he can choose a point within 60 feet; his voice
                                                
                                            
                                        
                                                    Moloch
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                     strike, symbol (stunning only)
Legendary Resistance (3/Day). If Moloch fails a saving throw, he can choose to succeed instead.
Magic Resistance. Moloch has advantage on saving throws against spells and
                                                
                                            
                                                
                                                     available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to
                                                
                                            
                                        
                                                     Backgrounds
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    , you can automatically find a safe route to land a boat on shore, provided such a route exists.
HARDSHIP ENDURED
Hardship in your past has forged you into an unstoppable living weapon. This
                                                
                                            
                                                
                                                     hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions. You can roll on the following table to determine this hardship or choose one that best fits
                                                
                                            
                                        
                                                    Morkoth
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     hours.Spell Reflection. If the morkoth makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see
                                                
                                            
                                                
                                                     each of its turns to enter the lair and to move toward the morkoth's location (the target doesn't realize it's heading toward a creature). The target moves toward the morkoth by the most direct route
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     river valleys that feed into the Celestial River. The western Bytopian River valley is a steeper climb, while the eastern Ysgardian River valley is a longer route. Characters can choose their own route
                                                
                                            
                                                
                                                    , but the most likely course looks like this: Stage 1. The characters go from Arborean Springs along the road (area V1) to Godshead Crossing (area V2). The good road allows them to choose any travel
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     Evermoors or the Lurkwood — wild regions filled with ruins and monsters. You can choose to narrate as much of the party’s overland travel as you wish, setting up encounters en route. If Eldeth is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     of the sculptors (choose any rare figurine). The figurine is wrapped in a crumpled invitation sent from Moghadam for employment at the Tomb of Horrors, promising exorbitant wages and offering a map
                                                
                                            
                                                
                                                     showing the route to the temple. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the sculptors to leave their work in area 26 and return here to rest.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                     walking pace. The characters can choose whether they want to walk on the cliffs high above the sea or pick their way among the tide pools at the base of the cliffs. The lower route is available only at low tide (see the Tides table).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most
                                                
                                            
                                                
                                                     direct route, ending its turn if it moves within 5 feet of you.
 Drop. The target drops whatever it is holding and then ends its turn.
 Flee. The target spends its turn moving away from you by the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    , choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the
                                                
                                            
                                                
                                                     creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route. Sympathy. The creature has
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    , choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the
                                                
                                            
                                                
                                                     creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route. Sympathy. The creature has
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most
                                                
                                            
                                                
                                                     direct route, ending its turn if it moves within 5 feet of you.
 Drop. The target drops whatever it is holding and then ends its turn.
 Flee. The target spends its turn moving away from you by the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     fires rage throughout this region. If the characters choose a route that takes them into or near another wildfire, use the guidelines in area V4 to decide how the flames affect them.
                                                
                                            
                                                
                                                     fallen, spanning the river and spreading flames on both sides.
 The fire has spread through much of the valley. Characters must choose if they want to go around or through the fire. Going Around
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     years, and sages frequently predict their routes. Roll on or choose a result from the Hippogriff Destination table to inspire where a hippogriff might be en route to.  Hippogriff Destination   1d6 The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Mapping the Chase When you plan a chase, draw a rough map that shows the route. Insert obstacles and complications at specific points, especially ones that require the characters to make ability
                                                
                                            
                                                
                                                     checks or saving throws to avoid slowing or stopping, or use the random tables of complications in the "Chase Complications" section to choose obstacles that occur at specific points. Complications can be
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     you might or might not choose to share.
Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that some things its people take for
                                                
                                            
                                                
                                                     number of reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll on the table below or choose from the options
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Other Routes Characters who can’t avail themselves of Vizeran’s secret route or choose not to use it must find another way to Menzoberranzan. There are many routes to choose from, such that the party
                                                
                                            
                                                
                                                     the city (see “March on Menzoberranzan” in chapter 10). If so, they already know what they’re up against. Even if they decline to use Vizeran’s secret route, the drow archmage recommends that the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    Escaping the City Allow the characters to choose their route to escape the city. The Path of Memories and the canyon to the south are both logical choices. If the party seeks out Demelin, the wizard
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Puzzle Features The numbers the dials are originally set to don’t matter. If the players ask, choose any three digits you please. A corked wooden tube contains two clues: a map of an island and a set
                                                
                                            
                                                
                                                     written on a single sheet of parchment and recount the route a group took in their search for treasure: Day 1. Our search for the lost treasure began at the northwest inlet, Windstaff Cove. After
                                                
                                            
                                        
                                                    Kobold
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    , designed to collapse under the weight of any creature heavier than a kobold. On occasion, the route through a kobold lair runs along a ledge that borders a cavern or a crevasse, and the kobolds might
                                                
                                            
                                                
                                                     waking time is spent working, adversarial kobolds rarely have opportunities to exchange insults, let alone come to blows over their differences.
Kobolds choose mates primarily for convenience. Their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     party’s progress along the way, in the hope of finally mapping the route to Daoine Gloine, and has specific value to the party in certain areas of expertise. However, each hireling also has one or more
                                                
                                            
                                                
                                                     can earn his release from the coffin along the way — by any means possible. Value to the Party. Originally native to an area near the Barrier Peaks, Ctenmiir has much experience with the initial route
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                    , Waterdeep’s business returned, and with it much of the isle’s prosperity. Reaching Orlumbor by ship is tricky because of the rocky, cavernous approach to the harbor. Once a ship navigates the route properly, it
                                                
                                            
                                                
                                                    , Luskan, Amn, or Baldur’s Gate, all of which have sought to claim the islands and its shipyards for their own. None of these other places ever considered that Orlumbor might simply choose not to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     immune to the planes’ effects. The Planar Effects table contains effects for various planes of existence on the train’s current route. Unless otherwise noted, each effect lasts until the train leaves
                                                
                                            
                                                
                                                     the plane. Some effects apply only to creatures outside the train. The train enters a new plane whenever you like. Roll or choose from the options on the table to determine which plane the train is on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     exits, requiring the characters to hack or blast their way through (or find a route around).  d6 Fungi   1 1d6 gas spores 2 1d6 violet fungi 3–4 3d6 edible fungi (choose from the varieties in “Fungi
                                                
                                            
                                                
                                                     of the Underdark” in chapter 2) 5–6 3d6 exotic fungi (choose from the varieties in “Fungi of the Underdark” in chapter 2)  Gnoll Pack A hunting pack consisting of one gnoll pack lord and 3d6 gnolls
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     Drops   d100 Treasure   01–50 None 51–52 A crude map drawn on a scrap of tanned dinosaur hide, showing a route to Port Nyanzaru and the location of a randomly determined landmark or lair (250 gp) 53–54
                                                
                                            
                                                
                                                    –72 Potion of animal friendship 73–74 Potion of vitality 75–76 Spell scroll (choose a 1st-level spell) 77–78 A stoppered vial of wyvern poison (see chapter 8 of the Dungeon Master’s Guide) 79–80 An
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     creature has a supernatural connection to another creature or an object and knows the most direct route to it, provided the two are within 1 mile of each other. Siege Monster. The creature deals double
                                                
                                            
                                                
                                                    , the creature can suppress this trait or reactivate it. Ventriloquism. Whenever the creature speaks, it can choose a point within 30 feet of itself; its voice emanates from that point. Warrior’s Wrath
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     possibilities: Ambush. Monsters set up an ambush along a route they expect travelers to follow. Attack from Above. Flying monsters swoop down to attack the characters. Distant Sighting. The
                                                
                                            
                                                
                                                     familiar land Let the players know when the characters are at risk of getting lost, then have the characters choose one of their number to make a Wisdom (Survival) check against a DC appropriate to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     seen en route. The DM can choose to add to the story, imparting additional details or planting seeds for future adventures. If you wish, the ritual can be ended early, allowing the party to encounter
                                                
                                            
                                                
                                                     underground, or to even more dangerous and remote places. The cartographer selects the method and route of travel for a franchise, and creates and maintains maps of the journey. As the characters travel
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     time (up to 16 hours) each day before being subject to the effect of a forced march (see “Travel Pace” in chapter 8 of the Player’s Handbook). Additionally, you can automatically find a safe route to
                                                
                                            
                                                
                                                     land a boat on shore, provided such a route exists. Hardship Endured Hardship in your past has forged you into an unstoppable living weapon. This hardship is essential to you and is at the heart of a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     dimensions and contents of every room to a rough outline of how one encounter might lead to another, depending on the route the characters choose. Whatever form your map takes, it functions as a
                                                
                                            
                                                
                                                     particular environment. You can choose a range of creatures, from common vermin to sapient inhabitants and terrifying predators, and decide how they live together. Factions. Particularly in larger
                                                
                                            
                                        






