Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'compare rule grasp to her recent'.
Other Suggestions:
compared rule group to her resent
compared rule group to her recount
compared rule group to her reject
compared rule group to her repeat
compared rule group to her recent
Monsters
Waterdeep: Dungeon of the Mad Mage
wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect
arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their
Monsters
Waterdeep: Dungeon of the Mad Mage
wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots
the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to
Monsters
Waterdeep: Dungeon of the Mad Mage
wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots
study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to
Monsters
Waterdeep: Dungeon of the Mad Mage
self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify
usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil
Monsters
Waterdeep: Dungeon of the Mad Mage
wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect
cantrip she has prepared.Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants
Monsters
Waterdeep: Dungeon of the Mad Mage
). Valtagar can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots
and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage
Monsters
Tomb of Annihilation
spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect
) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester
Monsters
Keys from the Golden Vault
the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor*, magic missile
2nd
study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to
Monsters
Out of the Abyss
will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty
"} piercing damage.Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and
Monsters
Waterdeep: Dungeon of the Mad Mage
the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level
arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic
Monsters
Mythic Odysseys of Theros
disadvantage on the attack roll.Multiattack. Tromokratis makes three attacks: one with its pincer, one with its tail, and one with its tentacle grasp.
Pincer. Melee Weapon Attack: +18;{"diceNotation
","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage, and if the target is a creature, it is knocked prone.
Tentacle Grasp. Melee Weapon Attack: +18;{"diceNotation":"1d20+18","rollType
Monsters
Waterdeep: Dungeon of the Mad Mage
): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd
study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to
Backgrounds
Guildmasters’ Guide to Ravnica
Spells
Cantrip
produce flame, shocking grasp
1st
chaos bolt, create or destroy water, unseen servant
2nd
heat metal, rope trick
3rd
call lightning,
same laboratory ran off to join the Selesnya, and we get into a big argument every time we run into each other.
10
I compare notes and techniques with a Simic scientist over lunch sometimes.
Species
Spelljammer: Adventures in Space
grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores.
Plasmoids don’t have
different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build&rdquo
Backgrounds
Sword Coast Adventurer's Guide
here as part of some such delegation, then decided to stay when the mission was over.
Mulhorand. From the terrain to the architecture to the god-kings who rule over these lands, nearly everything
;n. Recent events in your homeland have led to the abolition of slavery, and a corresponding increase in the traffic between Mulhorand and the distant parts of Faerûn.
Those who leave behind
Archmage
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor*, magic missile
2nd level (3
arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic
Monsters
Infernal Machine Rebuild
artificer spells prepared:
Cantrips (at will): light, mending, message, shocking grasp
1st level (4 slots): alarm, cure wounds, identify, ray of sickness
2nd level (3 slots): invisibility, Melf's
of life, resulting in such creatures as the thessalhydra and the owlbear. In recent years, he has also researched the prolonging of life—namely his own. Thessalar hopes that by becoming a lich
Monsters
Mordenkainen's Fiendish Folio Volume 1
, set itself up as a petty lord, and rule over all those who fall into its grasp.
A Sinister Cycle. A forlarren in its fey aspect demonstrates self-destructive urges that reflect the inherent tension in
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Vecna’s Grasp Features Areas in Vecna’s Grasp have the following features. Ceilings The ceiling is 40 feet high in area E1 and 10 feet high in the tunnels leading away from that cavern. Lighting
Areas E1 and area E2 of Vecna’s Grasp are unlit. Area descriptions assume the characters have a light source or some other means of seeing in the dark. Unrealities in E2 have bright light. No
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Vecna’s Grasp Features Areas in Vecna’s Grasp have the following features. Ceilings The ceiling is 40 feet high in area E1 and 10 feet high in the tunnels leading away from that cavern. Lighting
Areas E1 and area E2 of Vecna’s Grasp are unlit. Area descriptions assume the characters have a light source or some other means of seeing in the dark. Unrealities in E2 have bright light. No
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, and the attack roll -- rely on the six ability scores. The Introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, and the attack roll -- rely on the six ability scores. The Introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, and the attack roll — rely on the six ability scores. The Introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and
compare the total to a target number. This chapter focuses on how to use ability checks and saving throws, covering the fundamental activities that creatures attempt in the game. Rules for attack rolls appear in chapter 9, “Combat.”
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, and the attack roll — rely on the six ability scores. The Introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and
compare the total to a target number. This chapter focuses on how to use ability checks and saving throws, covering the fundamental activities that creatures attempt in the game. Rules for attack rolls appear in chapter 9, “Combat.”
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spell, or another rule might give a bonus or penalty to the die roll. Compare the Total to a Target Number. If the total of the d20 and its modifiers equals or exceeds the target number, the D20 Test
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell, or another rule might give a bonus or penalty to the die roll. Compare the Total to a Target Number. If the total of the d20 and its modifiers equals or exceeds the target number, the D20 Test
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
spell, or another rule might give a bonus or penalty to the die roll. Compare the Total to a Target Number. If the total of the d20 and its modifiers equals or exceeds the target number, the D20 Test
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spell, or another rule might give a bonus or penalty to the die roll. Compare the Total to a Target Number. If the total of the d20 and its modifiers equals or exceeds the target number, the D20 Test
Compendium
- Sources->Dungeons & Dragons->Monster Manual
hearts. Those who escape a mummy’s grasp might find themselves subject to a terrible curse. Victims of a mummy’s curse gradually wither, their bodies rotting away until they’re reduced to dust. This
curse can be healed only by the Remove Curse spell or similar magic. Rule 7: Before opening a sarcophagus, light a torch.
—X the Mystic’s
Rules of Dungeon Survival
Compendium
- Sources->Dungeons & Dragons->Monster Manual
hearts. Those who escape a mummy’s grasp might find themselves subject to a terrible curse. Victims of a mummy’s curse gradually wither, their bodies rotting away until they’re reduced to dust. This
curse can be healed only by the Remove Curse spell or similar magic. Rule 7: Before opening a sarcophagus, light a torch.
—X the Mystic’s
Rules of Dungeon Survival
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
gathering on the fringes of Icewind Dale. Adventurers are much better equipped to deal with such threats, particularly in the dead of winter. One recent arrival in the area is Xardorok Sunblight, a
duergar warlock formerly of the Underdark. His patron, Deep Duerra, has urged Xardorok to fulfill his destiny and become the first duergar to rule a kingdom on the surface. Icewind Dale is cold, dark
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
.)
Apply circumstantial bonuses and penalties. A class feature, a spell, a particular circumstance, or some other effect might give a bonus or penalty to the check.
Compare the total to a target
number for an attack roll is called an Armor Class (AC). This simple rule governs the resolution of most tasks in D&D play. Chapter 7, "Using Ability Scores" provides more detailed rules for using the d20 in the game.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
gathering on the fringes of Icewind Dale. Adventurers are much better equipped to deal with such threats, particularly in the dead of winter. One recent arrival in the area is Xardorok Sunblight, a
duergar warlock formerly of the Underdark. His patron, Deep Duerra, has urged Xardorok to fulfill his destiny and become the first duergar to rule a kingdom on the surface. Icewind Dale is cold, dark
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
.)
Apply circumstantial bonuses and penalties. A class feature, a spell, a particular circumstance, or some other effect might give a bonus or penalty to the check.
Compare the total to a target
number for an attack roll is called an Armor Class (AC). This simple rule governs the resolution of most tasks in D&D play. Chapter 7, "Using Ability Scores" provides more detailed rules for using the d20 in the game.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Archmage Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue
hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor,* magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots