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Returning 35 results for 'combat waking reflects'.
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The giant flying koi lazily drift among the clouds where the sun reflects on their glistening scales. Every now and then, one of these scales
Warlock
Legacy
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Classes
Basic Rules (2014)
(such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They
their patrons in dreams or waking visions, or deal only with intermediaries. QUICK BUILD You can make a warlock quickly by following these suggestions. First, Charisma should be your highest ability
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Wildspace Battle As your ship steers clear of the asteroids, another ship appears. Its sleek frame is painted in a wild shade of pink and is designed to resemble an immense squid. Starlight reflects
: 20 tons Hit Points: 300 Crew: 13 Damage Threshold: 15 Keel/Beam: 250 ft./25 ft. Speed: Fly 30 ft. (3½ mph) Cost: 25,000 gp Using Roles in Combat During each round of combat, a ship has its own turn
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of being used in combat has one or more weapon components, each of which is operated separately. A ship’s component might have special rules, as described in the stat block. Armor Class A component has
an Armor Class. Its AC reflects the materials used to construct it and any defensive plating used to augment its toughness. Hit Points A ship component is destroyed and becomes unusable when it drops
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Wildspace Battle As your ship steers clear of the asteroids, another ship appears. Its sleek frame is painted in a wild shade of pink and is designed to resemble an immense squid. Starlight reflects
: 20 tons Hit Points: 300 Crew: 13 Damage Threshold: 15 Keel/Beam: 250 ft./25 ft. Speed: Fly 30 ft. (3½ mph) Cost: 25,000 gp Using Roles in Combat During each round of combat, a ship has its own turn
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of being used in combat has one or more weapon components, each of which is operated separately. A ship’s component might have special rules, as described in the stat block. Armor Class A component has
an Armor Class. Its AC reflects the materials used to construct it and any defensive plating used to augment its toughness. Hit Points A ship component is destroyed and becomes unusable when it drops
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Steelshadow in area 15. If combat erupts in one room, the occupants of the other two rooms join the fight. The duergar in areas 17a and 17b also hear the commotion and investigate, moving 50 feet per
. It pains him to see Valtagar submit to the evil planetar’s will. Rojkarn spends much of his waking hours complaining about how the planetar is nothing but a mad tyrant and ranting about how duergar
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Steelshadow in area 15. If combat erupts in one room, the occupants of the other two rooms join the fight. The duergar in areas 17a and 17b also hear the commotion and investigate, moving 50 feet per
. It pains him to see Valtagar submit to the evil planetar’s will. Rojkarn spends much of his waking hours complaining about how the planetar is nothing but a mad tyrant and ranting about how duergar
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Creature Size Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same
is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Creature Size Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same
is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
continue up the path and leave the slow, shambling zombies behind. If the characters turn and fight, this is the first combat encounter in the adventure. Here are the steps you should follow to run it
characters are more than 20 feet away, the zombies use the Dash action so they can move farther. For more information on what the zombies can do on their turn, see “Combat” in the Basic Rules. The zombies
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. An exceptional wandslinger may know up up to three spells of up to 3rd level. A wandslinger’s spells and cantrips are almost always combat spells with an immediate effect, such as fire bolt, ray of
you primarily view your magic as a weapon, or do you hate being forced into combat? Do you have a diverse range of spells, or is your magic largely oriented around combat? A player character is never
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
continue up the path and leave the slow, shambling zombies behind. If the characters turn and fight, this is the first combat encounter in the adventure. Here are the steps you should follow to run it
characters are more than 20 feet away, the zombies use the Dash action so they can move farther. For more information on what the zombies can do on their turn, see “Combat” in the Basic Rules. The zombies
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. An exceptional wandslinger may know up up to three spells of up to 3rd level. A wandslinger’s spells and cantrips are almost always combat spells with an immediate effect, such as fire bolt, ray of
you primarily view your magic as a weapon, or do you hate being forced into combat? Do you have a diverse range of spells, or is your magic largely oriented around combat? A player character is never
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
continue up the path and leave the slow, shambling zombies behind. If the characters turn and fight, this is the first combat encounter in the adventure. Here are the steps you should follow to run it
initiative count, the character can choose from the actions on their character sheet. The zombies fight until they’re all defeated. Tip: Undead Fortitude. The zombies’ Undead Fortitude trait reflects how
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
continue up the path and leave the slow, shambling zombies behind. If the characters turn and fight, this is the first combat encounter in the adventure. Here are the steps you should follow to run it
initiative count, the character can choose from the actions on their character sheet. The zombies fight until they’re all defeated. Tip: Undead Fortitude. The zombies’ Undead Fortitude trait reflects how
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
space also reflects the area it needs to fight effectively. For that reason, there’s a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight
particular size controls in combat. Objects sometimes use the same size categories.
Size Categories Size Space Tiny 2 ½ by 2 ½ ft. Small 5 by 5 ft. Medium 5 by 5 ft. Large 10 by 10 ft. Huge 15 by 15 ft
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
space also reflects the area it needs to fight effectively. For that reason, there’s a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight
particular size controls in combat. Objects sometimes use the same size categories.
Size Categories Size Space Tiny 2 ½ by 2 ½ ft. Small 5 by 5 ft. Medium 5 by 5 ft. Large 10 by 10 ft. Huge 15 by 15 ft
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
dragon wyrmling), if they can free Aidron from his chains (see “Freeing Aidron” below). Any surviving kobolds and winged kobolds lurk here, but they stay out of combat if possible. See “Waking the
characters leave and take a long rest before confronting Sparkrender, or if they flee from combat with Sparkrender and return after they’ve rested. Another possibility is that the characters drive
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
dragon wyrmling), if they can free Aidron from his chains (see “Freeing Aidron” below). Any surviving kobolds and winged kobolds lurk here, but they stay out of combat if possible. See “Waking the
characters leave and take a long rest before confronting Sparkrender, or if they flee from combat with Sparkrender and return after they’ve rested. Another possibility is that the characters drive
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
reflects her current mood and switches masks as her mood changes. Her inability to pry useful information out of the bronze dragon has made her very unhappy, so she’s wearing her sad mask when the
in combat, Sansuri has them stripped of their armor, weapons, and other equipment. Such items are stored in area 2 until Sansuri has the time and wherewithal to inspect them more thoroughly with the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks. Athletics. Your Strength
with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack. Lifting and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
hands hold a massive burning brazier, illuminating the chamber with an eerie flickering glow. The brazier’s fire reflects brightly within the facets of the statue’s massive ruby eyes.
Statue of Moloch
worth 5,000 gp each. Manipulating Time Having a mechanical guide spend 1 charge in this area forces the eidolon to either enter or leave the sacred statue. Doing so causes the eidolon to attack if it is not already in combat with the characters. Statue of Moloch
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
hands hold a massive burning brazier, illuminating the chamber with an eerie flickering glow. The brazier’s fire reflects brightly within the facets of the statue’s massive ruby eyes.
Statue of Moloch
worth 5,000 gp each. Manipulating Time Having a mechanical guide spend 1 charge in this area forces the eidolon to either enter or leave the sacred statue. Doing so causes the eidolon to attack if it is not already in combat with the characters. Statue of Moloch
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks. Athletics Your Strength
attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
reflects her current mood and switches masks as her mood changes. Her inability to pry useful information out of the bronze dragon has made her very unhappy, so she’s wearing her sad mask when the
in combat, Sansuri has them stripped of their armor, weapons, and other equipment. Such items are stored in area 2 until Sansuri has the time and wherewithal to inspect them more thoroughly with the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks. Athletics Your Strength
attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks. Athletics. Your Strength
with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack. Lifting and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
weapons within reach. They awaken to sounds of combat in areas 16a or 16b. A creature that succeeds on a DC 10 Dexterity (Stealth) check can sneak about the room without waking the duergar.
feet without it. Despite his age, he is fully armed and armored. He would rather die in combat than succumb to the ravages of age, but he fights only in self-defense. If the characters try to talk to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
weapons within reach. They awaken to sounds of combat in areas 16a or 16b. A creature that succeeds on a DC 10 Dexterity (Stealth) check can sneak about the room without waking the duergar.
feet without it. Despite his age, he is fully armed and armored. He would rather die in combat than succumb to the ravages of age, but he fights only in self-defense. If the characters try to talk to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, which brings the flow of the game right back to step 1.
This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a
mighty dragon. In certain situations, particularly combat, the action is more structured and the players (and DM) do take turns choosing and resolving actions. But most of the time, play is fluid and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, which brings the flow of the game right back to step 1.
This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a
mighty dragon. In certain situations, particularly combat, the action is more structured and the players (and DM) do take turns choosing and resolving actions. But most of the time, play is fluid and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
greater importance than combat. Make sure your players know ahead of time that you want to run this kind of campaign. Otherwise, a player might create a combat-focused character, only to feel out of place
in addition to combat prowess. An adventure composed of nothing but puzzles can become frustrating, so be sure to mix up the kinds of encounters you present.
Mystery Conflicts. A mystery might set
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
greater importance than combat. Make sure your players know ahead of time that you want to run this kind of campaign. Otherwise, a player might create a combat-focused character, only to feel out of place
in addition to combat prowess. An adventure composed of nothing but puzzles can become frustrating, so be sure to mix up the kinds of encounters you present.
Mystery Conflicts. A mystery might set
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Love; What is Romance?; Men are from Abeir, Women are from Toril; and so forth. Passages on nearly every ruined page are crudely underlined and circled with guano-based pigment. Waking Raah At
that rage against other than itself. An ancient deep crow is a formidable foe, and Raah does not hold back in combat, opening with its Shadow Caw and carving up characters who dare attack it. Even as