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Returning 35 results for 'concept returning game to have refer'.
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Spells
Player’s Handbook
returning to your living body (and ending the spell) or attempting to possess a Humanoid’s body.
You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded
game statistics.
Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move and it is Incapacitated.
While possessing a body, you can
Goliath
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
the goliath concept of fair play.
A permanently injured goliath is still expected to pull his or her weight in the tribe. Typically, such a goliath dies attempting to keep up, or the goliath slips
, committed by the goliath. Goliaths assign and use nicknames with their friends of other races, and change them to refer to an individual’s notable deeds.
Goliaths present all three names when
Magic Items
The Book of Many Things
feet.
Beast. You immediately transform into a random Beast with a CR of 5 or lower. Your game statistics—including your ability scores, hit points, and possible actions—are replaced by the
Beast’s game statistics, and any nonmagical equipment you’re wearing or carrying melds into your new form and can’t be used. Any magic items you’re carrying drop in an
Magic Jar
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your
container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.
Once you possess a creature's body, you control it. Your game statistics
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
an unappealing place to explore by temporarily diverting springs, driving away game, stealing critical tools, and altering trails to leave hunting or lumber parties hopelessly lost. The firbolgs
adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the
races
chosen with a specific character concept in mind.
Accursed are so named not because their birth or creation was the result of magical malfeasance, a hag’s bargain, a corrupted scroll, or any
of the other typical senses of “curse” in the game. Rather, accursed reflects the grim sense of how most other folk in the campaign will view such a character, especially those who don
monsters
-Niggurath’s space is filled with magical fire it is banished from the world and prevented from returning for 4d10;{"diceNotation":"4d10", "rollType":"roll", "rollAction":"Boundless Horror"} years
them in horrid sacrifices. The blood offered by these rituals feeds the land, offering an endless bounty of berries, roots, and game animals that seem eager to offer themselves for the feast. The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Firbolg Names Firbolg adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names
, and instead identify the forest’s children by their deeds, habits, and other actions. By the same token, their tribe names merely refer to their homes. When dealing with other races, firbolgs refer
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Firbolg Names Firbolg adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names
, and instead identify the forest’s children by their deeds, habits, and other actions. By the same token, their tribe names merely refer to their homes. When dealing with other races, firbolgs refer
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
their arrangements around such expressions. The concept of hours and minutes exists mainly where wealthy people use clocks, but mechanical clocks are often unreliable, and rarely are two set to the same
time. If a local temple or civic structure has a clock that tolls out the passing of the hours, people refer to hours as “bells,” as in “I’ll meet you at seven bells.”
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
their arrangements around such expressions. The concept of hours and minutes exists mainly where wealthy people use clocks, but mechanical clocks are often unreliable, and rarely are two set to the same
time. If a local temple or civic structure has a clock that tolls out the passing of the hours, people refer to hours as “bells,” as in “I’ll meet you at seven bells.”
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
disappointed but open to the possibility of giving them more opportunities to prove themselves, if they’re game for it. Returning with Quentin’s Letter. If the characters return without the loot but give
Conclusion The adventure ends when the characters return to Verity Kye with the fruits of their heist, Quentin’s letter, or nothing: Returning with the Loot. If the characters obtained the statuette
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
disappointed but open to the possibility of giving them more opportunities to prove themselves, if they’re game for it. Returning with Quentin’s Letter. If the characters return without the loot but give
Conclusion The adventure ends when the characters return to Verity Kye with the fruits of their heist, Quentin’s letter, or nothing: Returning with the Loot. If the characters obtained the statuette
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
might sound like fun, but it can prove distracting and could slow down the game.
Kenku Names
Given that kenku can duplicate any sound, their names are drawn from a staggering variety of
clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
2 and 3. If you come across a game concept in part 1 that you don’t understand, consult the book’s index. Part 2 (chapters 7–9) details the rules of how to play the game, beyond the basics described
the game. It includes information on the various races, classes, backgrounds, equipment, and other customization options that you can choose from. Many of the rules in part 1 rely on material in parts
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
2 and 3. If you come across a game concept in part 1 that you don’t understand, consult the book’s index. Part 2 (chapters 7–9) details the rules of how to play the game, beyond the basics described
the game. It includes information on the various races, classes, backgrounds, equipment, and other customization options that you can choose from. Many of the rules in part 1 rely on material in parts
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the concept for your monster. What makes it unique? Where does it live? What role do you want it to serve in your adventure, your campaign, or your world? What does it look like? Does it have any
weird abilities? Once you have the answers to these questions, you can start figuring out how to represent your monster in the game.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Tapia, Brian Valeza, Zuzanna Wuzyk
Concept Art Directors: Josh Herman, Kate Irwin, Emi Tanji
Concept Artists: One Pixel Brush, Noor Rahman
Consultants: Tempest Bradford, Ma’at Crook, Dominique
Tovar, Gabriel Waluconis
Prepress Specialist: Jefferson Dunlap
Product Manager: Natalie Egan
D&D Studio Executive Producer: Kyle Brink
Game Architects: Jeremy Crawford, Christopher Perkins
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the concept for your monster. What makes it unique? Where does it live? What role do you want it to serve in your adventure, your campaign, or your world? What does it look like? Does it have any
weird abilities? Once you have the answers to these questions, you can start figuring out how to represent your monster in the game.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Introduction: Vast Oceans of Adventure In a D&D game, adventures can unfold in any corner of the multiverse—not just in the dungeons and wildernesses of the Material Plane but also on other planes of
existence, including what celestial navigators refer to as Wildspace. When you stand on a Material Plane world and look up at the night sky, what you’re seeing is Wildspace and, beyond that, the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Introduction: Vast Oceans of Adventure In a D&D game, adventures can unfold in any corner of the multiverse—not just in the dungeons and wildernesses of the Material Plane but also on other planes of
existence, including what celestial navigators refer to as Wildspace. When you stand on a Material Plane world and look up at the night sky, what you’re seeing is Wildspace and, beyond that, the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Tapia, Brian Valeza, Zuzanna Wuzyk
Concept Art Directors: Josh Herman, Kate Irwin, Emi Tanji
Concept Artists: One Pixel Brush, Noor Rahman
Consultants: Tempest Bradford, Ma’at Crook, Dominique
Tovar, Gabriel Waluconis
Prepress Specialist: Jefferson Dunlap
Product Manager: Natalie Egan
D&D Studio Executive Producer: Kyle Brink
Game Architects: Jeremy Crawford, Christopher Perkins
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. The images herein show just a few avenues explored in updating these foes to the most current edition of the game, along with notes taken from internal concept and story documents. Some present
Appendix E: Concept Gallery Just as most adventurers don’t walk into a dragon’s lair without a plan, neither were D&D’s iconic monsters developed without considerable forethought. This gallery
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. The images herein show just a few avenues explored in updating these foes to the most current edition of the game, along with notes taken from internal concept and story documents. Some present
Appendix E: Concept Gallery Just as most adventurers don’t walk into a dragon’s lair without a plan, neither were D&D’s iconic monsters developed without considerable forethought. This gallery
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
The Battle Begins When it’s time for the game to begin, the magically enhanced voice of Professor Sharpbeak overwhelms all conversation, even flooding into the locker rooms. “Students and teachers
game begin!”
Once the announcement ends, the teams are required to move from the locker rooms onto the main field. When both teams meet Professor Sharpbeak at the center of the field, Professor
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
The Battle Begins When it’s time for the game to begin, the magically enhanced voice of Professor Sharpbeak overwhelms all conversation, even flooding into the locker rooms. “Students and teachers
game begin!”
Once the announcement ends, the teams are required to move from the locker rooms onto the main field. When both teams meet Professor Sharpbeak at the center of the field, Professor
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
characters. Reinforce Expectations Make it clear that D&D is a group storytelling game. As the DM, you have a role in crafting adventures and arbitrating rules, but you aren’t solely responsible for how
much fun the group has. Everyone is responsible for the group’s enjoyment of the game. By the same token, the whole group has a role in determining how scary the game is and how far that frightful
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in-game explanation. Monsters don’t attack the character, who returns the favor. On returning, the player resumes playing as if the absence never happened. Narrative Contrivance. Decide the character
background. This requires everyone to step out of the game world a bit and suspend disbelief, but it might be the easiest solution. Act as if the character were absent, but don’t try to come up with any
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Weston, Campbell White, Richard Whitters, Daneen Wilkerson, Zuzanna Wuzyk, Lixin Yin
Concept Art Director: Josh Herman
Concept Artists: Even Amundsen, Carlo Arellano, Michael Broussard, John Grello
. Schwalb, Rodney Thompson, James Wyatt
Building on the original game created by Gary Gygax and Dave Arneson and then developed by many others over the past 50 years
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in-game explanation. Monsters don’t attack the character, who returns the favor. On returning, the player resumes playing as if the absence never happened. Narrative Contrivance. Decide the character
background. This requires everyone to step out of the game world a bit and suspend disbelief, but it might be the easiest solution. Act as if the character were absent, but don’t try to come up with any
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Whitters, Kieran Yanner, Zuzanna Wuzyk
Cartographers: Francesca Baerald, Dyson Logos, Mike Schley
Concept Art Director: Josh Herman
Concept Artists: Even Amundsen, Carlo Arellano, Michael Broussard
Crawford (co-lead), Christopher Perkins (co-lead), James Wyatt (co-lead), Peter Lee, Mike Mearls, Robert J. Schwalb, Rodney Thompson
Building on the original game created by Gary Gygax and Dave Arneson and then developed by many others over the past 50 years
compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
, Brian Valeza, Svetlin Velinov, Kenny Vo, Zuzanna Wuzyk, Lixin Yin
Cartographers: Stacey Allan & William Doyle, Marc Moureau
Concept Art Director: Kate Irwin
Concept Artists: Ekaterina Burmak
respective logos, and The World’s Greatest Roleplaying Game are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
characters. Reinforce Expectations Make it clear that D&D is a group storytelling game. As the DM, you have a role in crafting adventures and arbitrating rules, but you aren’t solely responsible for how
much fun the group has. Everyone is responsible for the group’s enjoyment of the game. By the same token, the whole group has a role in determining how scary the game is and how far that frightful
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Whitters, Kieran Yanner, Zuzanna Wuzyk
Cartographers: Francesca Baerald, Dyson Logos, Mike Schley
Concept Art Director: Josh Herman
Concept Artists: Even Amundsen, Carlo Arellano, Michael Broussard
Crawford (co-lead), Christopher Perkins (co-lead), James Wyatt (co-lead), Peter Lee, Mike Mearls, Robert J. Schwalb, Rodney Thompson
Building on the original game created by Gary Gygax and Dave Arneson and then developed by many others over the past 50 years
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, but don’t try to come up with any in-game explanation for this absence. Monsters don’t attack the character, who returns the favor. On returning, the player resumes playing as if he or she was never gone.
character fade into the background. This solution requires everyone to step out of the game world a bit and suspend disbelief, but might be the easiest solution. You act as if the character’s not there