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                        Returning 35 results for 'class willing resolve'.
                    
                
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You touch a willing creature. Until the spell ends, the target’s skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    Choose a willing creature that you can see within range. Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     speak, but her AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and she gains any statistics and capabilities (except class features, legendary
                                                
                                            
                                                
                                                     to maim, with a cruel combat style that emphasizes surprise and painful instruction. She is willing to affect any appearance or attitude to achieve her goals. But what those goals are — for herself and Dran Enterprises alike — remain a secret known only to her.
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or
                                                
                                            
                                                
                                                     from Dal Quor, quori in Eberron are typically encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    . It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points
                                                
                                            
                                                
                                                     encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter.
Hashalaq Quori
Hashalaq quori are loremasters
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class
                                                
                                            
                                                
                                                     host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter.
Kalaraq Quori
The most powerful quori are the kalaraqs, also known as
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                    General Feat (Prerequisite: Level 4+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.
Underdog’s Resolve. When
                                                
                                            
                                                
                                                     you are attacked by a creature that has a CR higher than your level, you gain a +2 bonus to your Armor Class for that attack.
Vengeful Strike. You have Advantage on attack rolls against any creature
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     positions of power.
Orzhov Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Orzhov Guild Spells table are added to the spell list of your spellcasting class
                                                
                                            
                                                
                                                    
Personality Trait
1
I am always willing to act in accordance with the financial incentive offered.
2
Debts are never meant to be forgiven.
3
I am accustomed to enjoying the
                                                
                                            
                                        
                                                    Class
                                                    
    
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                                                     Rules
                                                    
                                                    
                                                
                                            
                                                    Class is the primary definition of what your character can do. It's more than a profession; it's your character's calling. Class shapes the way you think about the world and interact with it and your
                                                
                                            
                                                
                                                     larger game. A cleric, by contrast, might see himself as a willing servant in a god's unfolding plan or a conflict brewing among various deities. While the fighter has contacts in a mercenary company or army, the cleric might know a number of priests, paladins, and devotees who share his faith.
                                                
                                            
                                        
                                                     Species
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed
                                                
                                            
                                                
                                                     character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Attack Rolls In combat, an attack roll is used to determine whether an attack hits. You can also use attack rolls to resolve noncombat activities that are similar to attacks in combat, such as an
                                                
                                            
                                                
                                                     archery contest or a game of darts. Assign an Armor Class to the target, decide whether the character is proficient with the weapon used, then have the player make an attack roll. (See also “Degrees of Success” in this chapter.)
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     precious little about the specialties and subtleties of this class. Many flavors of fighter exist in the world, and all can fit into an Acquisitions Incorporated franchise in their own way. Arcane Archer
                                                
                                            
                                                
                                                     Those elves really know how to bring the hurt from a distance, don’t they? Fortunately for the arrow-slinging world, they were willing to share their arcane archery knowledge with friends, and now every
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Barkskin Level 2 Transmutation (Druid, Ranger) Casting Time: Bonus Action
 Range: Touch
 Component: V, S, M (a handful of bark)
 Duration: 1 hour
 You touch a willing creature. Until the spell
                                                
                                            
                                                
                                                     ends, the target’s skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Barkskin Level 2 Transmutation (Druid, Ranger) Casting Time: Bonus Action
 Range: Touch
 Component: V, S, M (a handful of bark)
 Duration: 1 hour
 You touch a willing creature. Until the spell
                                                
                                            
                                                
                                                     ends, the target’s skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                     front of the ship also acts as a devastating ram. Provide the players with that handout for easy reference. Hammerhead Ship Summary  Armor Class 15 (wood) Cargo: 30 tons Hit Points: 400 Crew: 15
                                                
                                            
                                                
                                                     appendix B. The ship is equipped with two ballista and a mangonel, each on a rotating mount. The tentacles at the ship’s bow also act as a piercing ram. Squid Ship Summary  Armor Class 15 (wood) Cargo
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
                                                
                                            
                                                
                                                     to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
                                                
                                            
                                                
                                                     to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object's Armor Class and hit points, and might decide that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     regenerates the land, pushing new hills up as the old ones erode to nothing. Plane of Earth Adventures Earth symbolizes stability, rigidity, stern resolve, and tradition. The plane’s position opposite
                                                
                                            
                                                
                                                     willing to crush venerable institutions and respected traditions in its advance. Cultists of Evil Earth crave the power to destroy the works of civilization with landslides, sinkholes, or mighty earthquakes, and they believe the earth thirsts for the blood of those who don’t venerate it properly.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those
                                                
                                            
                                                
                                                     Divine Domain class feature for how domain spells work.  Peace Domain Spells   Cleric Level Spells   1st heroism, sanctuary 3rd aid, warding bond 5th beacon of hope, sending 7th aura of purity, Otiluke’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Once you’re done describing the situation, ask the players what their characters want to do. Note what the players say, and identify how to resolve their actions. Ask them for more information if you
                                                
                                            
                                                
                                                     bookshelf. Outside combat, the characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     Velrosa Nandar, is a Waterdhavian noble. She is reportedly offering a reward to anyone willing and able to deal with the goblin threat. Nightstone is a popular retreat for wealthy nobles who wish to hunt
                                                
                                            
                                                
                                                     northern neighbors, the elves of the Ardeep Forest. Lady Velrosa Nandar has been searching for skilled mediators to help resolve the dispute. The Nightstone Inn is renowned for its food and cozy guest
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Haste Level 3 Transmutation (Sorcerer, Wizard) Casting Time: Action
 Range: 30 feet
 Components: V, S, M (a shaving of licorice root)
 Duration: Concentration, up to 1 minute
 Choose a willing
                                                
                                            
                                                
                                                     creature that you can see within range. Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     situation, ask the players what their characters want to do. Note what the players say, and identify how to resolve their actions. Ask them for more information if you need it. Sometimes the players
                                                
                                            
                                                
                                                     characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s actions. In combat, everyone takes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Haste Level 3 Transmutation (Sorcerer, Wizard) Casting Time: Action
 Range: 30 feet
 Components: V, S, M (a shaving of licorice root)
 Duration: Concentration, up to 1 minute
 Choose a willing
                                                
                                            
                                                
                                                     creature that you can see within range. Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
                                                    
                                                
                                            
                                                     class is presented in Tasha’s Cauldron of Everything.) Spells  Level Spell School Class   2nd Air Bubble Conjuration Artificer, Druid, Ranger, Sorcerer, Wizard 5th Create Spelljamming Helm Transmutation
                                                
                                            
                                                
                                                     Artificer, Wizard   Air Bubble Spell Air Bubble 2nd-Level Conjuration Casting Time: 1 action Range: 60 feet Components: S Duration: 24 hours You create a spectral globe around the head of a willing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     world and take on the challenges that lesser women and men can’t stand against. Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s
                                                
                                            
                                                
                                                     calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse. A fighter, for example, might view the world in pragmatic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     eventually, whether to smuggle goods, avoid taxes, or quietly resolve conflicts. Society lieutenants run gambling dens disguised as tea rooms along the pier, while samurai and scoundrels test their
                                                
                                            
                                                
                                                     mettle beneath the waves in underwater fighting rings. To avoid scrutiny, the Safe Oceans Society employs adventurers as independent operatives—while virtuous samurai-class bureaucrats hire them to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     living storehouses of history and folklore. Bards know a great deal, and they tend to be willing to share what they know, or at least barter for it. The arrival of a renowned bard is a special occasion
                                                
                                            
                                                
                                                     it is considered a gift of their gods. Characters with the bard class who rise to prominence among these folk must align themselves with their clan’s priests and shamans or risk being outcast. Most
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Information. If you tell the players what the Armor Class of their opponents is, you reduce the steps of interaction needed to resolve an attack. Instead of telling you a number and asking if it hits
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, they either
                                                
                                            
                                                
                                                     spin a different direction from its dancing legs. I’d like to vivisect one at some point to find out how this can be. Dhergoloth
 Medium fiend (yugoloth), neutral evil
 Armor Class 15 (natural armor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     dhergoloths are little more than brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however
                                                
                                            
                                                
                                                     Neutral Evil
 Armor Class 15 (natural armor)
 Hit Points 119 (14d8 +56)
 Speed 30 ft.
   STR
  17 (+3) 
 
  DEX
  10 (+0) 
 
  CON
  19 (+4) 
 
  INT
  7 (-2) 
 
  WIS
  10 (+0
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    Nightmare Also called a “demon horse” or “hell horse,” the nightmare serves as a steed for creatures of exceptional evil. Nightmare
 Large fiend, neutral evil
 Armor Class 13 (natural armor)
 Hit
                                                
                                            
                                                
                                                    : 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.
 Ethereal Stride. The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
                                                
                                            
                                                
                                                    .
 The game also includes elements—class features, feats, weapon properties, spells, magic items, monster abilities, and the like—that sometimes contradict a general rule. When an exception and a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     more than willing to join adventurers who have brave hearts and good intentions. Oceanus
 Medium humanoid (elf), neutral good
 Armor Class 12 (leather armor)
 Hit Points 30 (4d8 + 12)
 Speed 30 ft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
                                                
                                            
                                                
                                                    .
 The game also includes elements—class features, feats, weapon properties, spells, magic items, monster abilities, and the like—that sometimes contradict a general rule. When an exception and a
                                                
                                            
                                        





