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Returning 35 results for 'combine rules give to have reveal'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
he's tight with Levistus. He rules the roost by sheer force of personality, though it chafes him that Hethyl Arkorran has more respect and influence within the cult. Kadroth doesn't involve Avarice
in cult affairs because he fears her spellcasting ability and her connection to the Arcane Brotherhood. She could take over the cult anytime she wanted, and Kadroth doesn't want to give her any reason
Monsters
Bigby Presents: Glory of the Giants
mischievous Fey who delight in pestering and misleading travelers. They resemble oversized domestic cats with long, needlelike claws, but they’re distinguished by the wide, toothy smiles that give
—wanders by. While trading riddles or witticisms, a cat often decides to reveal its grin, its tail, or sometimes its whole head to confuse or intimidate the creature it’s talking to.
A
Monsters
Curse of Strahd
, modestly give money to charity. They take steps to keep magic items out of evil hands by stashing them in secret hiding places.
Characters as Wereravens. The Monster Manual has rules for characters
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
prowess, moving with a speed and grace others can only imagine. Their tall stature, large wings, elaborate horns, and massive weapons give them a truly intimidating silhouette.
The most trusted high
operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be spoken (though misdirection and riddles are always welcome). To
Backgrounds
Spelljammer: Adventures in Space
to adapt to zero gravity. Being weightless doesn’t give you disadvantage on any of your melee attack rolls (see “Weightlessness” below).
WEIGHTLESSNESS
In any location where
gravity isn’t present, the following rules apply:
Impeded Melee. When making a melee attack with a weapon, a creature that doesn’t have a flying or swimming speed (either naturally or
Monsters
Bigby Presents: Glory of the Giants
, its icy body shatters to reveal the awakened scion of Thrym inside it. Forming a double-bladed axe in its hand, the 70-foot-tall scion rushes at any foe that dares to challenge it. Emulating sagas of
’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have
Monsters
Bigby Presents: Glory of the Giants
frigid air to freeze foes in place.
If the cradle is destroyed, its icy body shatters to reveal the awakened scion of Thrym inside it. Forming a double-bladed axe in its hand, the 70-foot-tall scion
envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures
Backgrounds
Ghosts of Saltmarsh
’s Code. I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful)
3
All for a Coin. I’ll do nearly anything if it
business.
5
I was tricked by a fellow smuggler who stole something precious from me. I will find that thief.
6
I give most of my profits to a charitable cause, and I don’t like to brag
Backgrounds
Guildmasters’ Guide to Ravnica
. That’s the world you have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance — but for it to keep up with the pace of
advancing civilization, nature needs some help from biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that can bolster the combine’s defenses
Species
Van Richten’s Guide to Ravenloft
and avoid the same.
While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age—particularly if a hag influenced them early in life or even
might come to accept over the course of centuries. Once a hexblood undergoes this irreversible ritual, they emerge as a hag NPC no longer under the control of the hexblood’s player, unless the DM rules otherwise.
Aasimar
Legacy
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Species
Mordenkainen Presents: Monsters of the Multiverse
celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature. The Aasimar Celestial Features table has examples you can
1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability
Backgrounds
Tomb of Annihilation
greatest treasures from falling into the wrong hands. Whatever their motivations, archaeologists combine the qualities of a scrappy historian with the self-made heroism of a treasure-hunting scoundrel
me nervous.
7
I might fail, but I will never give up.
8
You might think I’m a scholar, but I love a good brawl. These fists were made for punching.
d6
Ideal
1
Backgrounds
Guildmasters’ Guide to Ravnica
finally know peace. (Any)
Bonds
d6
Bond
1
I would give my life in the defense of the small enclave where I first encountered Mat’Selesnya.
2
I love beasts and
conclave has a deeper connection to the Worldsoul than I do.
6
I’m trying to atone for the life of crime I led before I joined the Selesnya, but I find it hard to give up my bad habits
Backgrounds
Guildmasters’ Guide to Ravnica
.
3
When I give an order, I expect it to be obeyed.
4
I just want things the way I like them: neat, orderly, and clean.
5
No wrongdoing can escape my watchful gaze.
6
I always say
it and now does me occasional favors.
9
I have a fanatical Selesnya cousin who keeps trying to recruit me and everyone else in the family.
10
While growing up, I was bullied by a brat who’s now a hybrid in the Simic Combine.
Monsters
Fizban's Treasury of Dragons
table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply
those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I speak slowly and deliberately
Goliath
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Species
Elemental Evil Player's Companion
goliath, and fewer still can claim friendship with them. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great
mock folk who rely on society’s structures or rules to maintain power.
Survival of the Fittest
Among goliaths, any adult who can’t contribute to the tribe is expelled. A lone goliath has
Monsters
Fizban's Treasury of Dragons
. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers suggestions for stories
having trouble overcoming the manticores’ predatory nature.
6
A young crystal dragon uses dancing lights and hypnotic pattern to give an air of authenticity to a charlatan fortuneteller
Backgrounds
Guildmasters’ Guide to Ravnica
reveal them. (Any)
4
Knowledge. I want to know as much as I can about this city and how it works. (Any)
5
Independence. I value the freedom to pursue my own goals without interference
d6
Flaw
1
I like secrets so much that I’m reluctant to share details of a plan even with those who need to know.
2
I would let my friends die rather than reveal my true
Monsters
Fizban's Treasury of Dragons
. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.
As a rule, moonstone dragons are not particularly interested in gold or copper
to temper the dragon’s mischievous spirit.
2
A young moonstone dragon fell victim to a fomorian;fomorian's curse and has elected to stay with the Giant rather than reveal this magical
Backgrounds
Guildmasters’ Guide to Ravnica
exciting it all is!
3
It’s not magic — or anything, really — if you do it only halfway. Whatever I do, I give it all I’ve got.
4
I do what my gut tells me.
5
solutions. (Chaotic)
3
Discovery. Every experiment has the potential to reveal more secrets of the multiverse. (Any)
4
Science. A rigorous application of logical principles and
Monsters
Fizban's Treasury of Dragons
; preference for volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced
treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way to natural stone caves; these caves slope down to a subterranean
Monsters
Fizban's Treasury of Dragons
volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes
find a way through.
Treasury. The dragon stores the finest treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way
races
Mordenkainen Presents: Monsters of the Multiverse
other changelings, a new face may reveal an aspect of their soul.
The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in
level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Strixhaven Tracking Sheet The sections on the following pages give special rules for certain aspects of university life. Players can use the sheet below to keep track of the effects of those rules on
combine with the adventures in this book to enhance the flavor of life at a university of magic.
If you find these rules aren’t the best fit for your group, you can run this book’s adventures without those rules, simply narrating the effects of related encounters without using rules to resolve them.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Strixhaven Tracking Sheet The sections on the following pages give special rules for certain aspects of university life. Players can use the sheet below to keep track of the effects of those rules on
combine with the adventures in this book to enhance the flavor of life at a university of magic.
If you find these rules aren’t the best fit for your group, you can run this book’s adventures without those rules, simply narrating the effects of related encounters without using rules to resolve them.
Inspiration
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Rules
Time. You can never have more than one instance of Heroic Inspiration. If something gives you Heroic Inspiration and you already have it, you can give it to a player character in your group who lacks
it.Gaining Heroic Inspiration. Your DM can give you Heroic Inspiration for a variety of reasons. Typically, DMs award it when you do something particularly heroic, in character, or entertaining. It's
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
.” Ready “Your foe seems to be waiting for something, ready to act.” You can combine those narrative descriptions with game rules: “Dispensing with attacks, your foe hurries across the room, taking the
Narration in Combat Although it’s important that the players understand what’s going on in terms of the rules, the game can get dull if everyone uses only “gamespeak”: “That’s an 18 to hit,” “You hit
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
.” Ready “Your foe seems to be waiting for something, ready to act.” You can combine those narrative descriptions with game rules: “Dispensing with attacks, your foe hurries across the room, taking the
Narration in Combat Although it’s important that the players understand what’s going on in terms of the rules, the game can get dull if everyone uses only “gamespeak”: “That’s an 18 to hit,” “You hit
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Simic Two philosophical principles, in tension with each other, combine to give the Simic Combine its unique approach to science and nature. In traditional Simic thought, these principles are called
Inside the Combine Vast sinkholes called zonots are the primary geographic divisions among the Simic. Each zonot pierces layer upon layer of crumbled city as it descends deep below the surface and
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Simic Two philosophical principles, in tension with each other, combine to give the Simic Combine its unique approach to science and nature. In traditional Simic thought, these principles are called
Inside the Combine Vast sinkholes called zonots are the primary geographic divisions among the Simic. Each zonot pierces layer upon layer of crumbled city as it descends deep below the surface and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the DM, you decide how much to tell the players and when. All the information the players need to make choices comes from you. Within the rules of the game and the limits of the characters’ knowledge
.
Whether you’re running a published adventure or one of your own creation, your initial description of a room or situation should focus on what the characters can perceive. You don’t have to reveal every
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
information the players need to make choices comes from you. Within the rules of the game and the limits of the characters’ knowledge and senses, tell players everything they need to know. Published adventures
initial description of a room or situation should focus on what the characters can perceive. You don’t have to reveal every detail at once. Most players begin to lose focus after about three
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the DM, you decide how much to tell the players and when. All the information the players need to make choices comes from you. Within the rules of the game and the limits of the characters’ knowledge
.
Whether you’re running a published adventure or one of your own creation, your initial description of a room or situation should focus on what the characters can perceive. You don’t have to reveal every
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
go a step further. This chapter defines two optional sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
further. This section defines two optional sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special options you can