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Returning 35 results for 'conduct weapons rules'.
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Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Rules of Conduct Although Zybilna is indisposed, three of the rules she put into place when she created her Feywild domain continue to hold weight: the rule of hospitality, the rule of ownership, and
the rule of reciprocity. These three rules are common knowledge in Prismeer, and both natives and visitors would do well to abide by them: Rule of Hospitality. When a friend, an enemy, or a stranger
Equipment
the training rules in the Playerâs Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
Equipment
the training rules in the Playerâs Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
Equipment
the training rules in the Playerâs Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesnât exceed 10 feet.
Equipment
the training rules in the Playerâs Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesnât exceed 10 feet.
Equipment
the training rules in the Playerâs Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
Equipment
the training rules in the Playerâs Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesnât exceed 10 feet.
Equipment
the training rules in the Playerâs Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
Equipment
the training rules in the Playerâs Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
Equipment
the training rules in the Playerâs Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
This weapon has the
Monsters
Icewind Dale: Rime of the Frostmaiden
a fearsome aspect.
Verbeeg craft their own armor and weapons. They prefer thrown spears above all other weapons, and a verbeeg usually has several spears for that purpose.
Marauders. Verbeeg conduct
Monsters
The Wild Beyond the Witchlight
on the politics of Prismeer.
Once she is no longer petrified, Raezil is bound by the rule of reciprocity (see âRules of Conductâ in chapter 2) to help the characters complete any
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
Monsters
Curse of Strahd
Angelic Weapons. The Abbot's weapon attacks are magical. When the Abbot hits with any weapon, the weapon deals an extra 4d8;{"diceNotation":"4d8","rollType":"damage","rollAction":"Angelic Weapons
languish in the abbey's madhouse, the Abbot is giving his creation lessons in etiquette and ladylike conduct so that âsheâ can be formally presented to Strahd and win his love.
Strahd has no interest
Monsters
Curse of Strahd
light weapons. They are reluctant to make bite attacks in raven form for fear of spreading their curse to those who donât deserve it or who would abuse it.
A Kindness of Wereravens. Wereravens
, 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
regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be
embellish their various weapons.
The high fae are ruled by Talion, the Kindly Lord. Talion is as strange, ancient, and fickle as the wilds of Eldraine, and the Kindly Lord demands fealty and respect from
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, embodying the natural splendor and danger of the wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must
throughout the wilds, and they use their innate illusory magic to power and embellish their various weapons.
The high fae are ruled by Talion, the Kindly Lord. Talion is as strange, ancient, and fickle as
Baphomet
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
effects.
Magic Weapons. Baphometâs weapon attacks are magical.
Reckless. At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls
, the Horned King and the Prince of Beasts. He rules over minotaur;minotaurs and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
untamed wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always be repaid, promises must be honored
innate illusory magic to power and embellish their various weapons.
The high fae are ruled by Talion, the Kindly Lord. Talion is as strange, ancient, and fickle as the wilds of Eldraine, and the Kindly
Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
saving throw, he can choose to succeed instead.
Magic Resistance. Orcus has advantage on saving throws against spells and other magical effects.
Magic Weapons. Orcusâs weapon attacks are magical
chapter 7, "Treasureâ of the Dungeon Masterâs Guide.Orcusâs Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules
Magic Items
Lost Laboratory of Kwalish
bonus to AC. In addition, the armorâs animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able
armor always weighs 10 pounds, regardless of its pocketsâ contents. Placing an object into one of the armorâs pockets follows the normal rules for interacting with objects. Retrieving an
Folk Hero
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
âs castle and stole weapons to arm the people.
7
I trained the peasantry to use farm implements as weapons against a tyrantâs soldiers.
8
A lord rescinded an unpopular decree
.
d6
Flaw
1
The tyrant who rules my land will stop at nothing to see me killed.
2
Iâm convinced of the significance of my destiny, and blind to my shortcomings and the risk of
Dragonborn
Legacy
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Species
Basic Rules (2014)
than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonbornâs conduct reflects on the honor of his or her clan, and bringing dishonor
. Five types of draconians, corresponding to the five types of metallic dragons, fought for Takhisis in the War of the Lance: auraks (gold), baaz (brass), bozak (bronze), kapak (copper), and sivak (silver). In place of their draconic breath weapons, they have unique magical abilities.
Species
Fizban's Treasury of Dragons
and in the deadly energy of their breath weapons. Theirs is the raw elemental fury of the volcano, of biting arctic winds, and of raging lightning storms, as well as the subtle whisper of swamp and
. If you select one of the dragonborn races in this chapter, follow these additional rules during character creation.
Ability Score Increases
When determining your characterâs ability scores
Species
Spelljammer: Adventures in Space
own, which giff have learned to channel through their weapons. Most giff have no idea where this so-called astral spark comes from, but they feel its presence most strongly when they are in Wildspace
character is a member of the human race or one of the gameâs fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation
Backgrounds
Baldurâs Gate: Descent into Avernus
you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a
;re always welcome at the Three Old Kegs, where the Three Old Toads are glad to greet you with a smile and a mug of ale.
The Watch. If you serve in the Watch, youâre required to conduct a
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 donât have
presented here, follow these additional rules during character creation.
Ability Score Increases
When determining your characterâs ability scores, increase one of those scores by 2 and increase a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Zybilnaâs Gifts Honoring the rule of reciprocity (see âRules of Conductâ in chapter 2), Zybilna offers her rescuers a gift. The nature of this gift depends on whether or not the characters destroyed her magnificent cauldron.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Stolen Treasures In accordance with the rule of ownership (see âRules of Conductâ in chapter 2), Zybilna wonât allow characters to keep Iggwilvâs Cauldron or the vorpal sword, Snicker-Snack. The
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
â experience as entertaining as possible: Read the description of Iggwilvâs Cauldron in appendix A. Read this chapter in its entirety, and reacquaint yourself with the âRules of Conductâ and âDeath in
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
weapons, Unarmed Strike, or a combination of these options for the attacks. However, you must still follow the rules for equipping and unequipping weapons as part of the Attack action.
General When you use Extra Attack, do you have to use the same weapon for all the attacks? Extra Attack imposes no limitation on what you use for the attacks. You can use regular weapons, improvised
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
conduct. Because people who donât normally play together might end up at the same table in a shared campaign, it can be helpful to establish some ground rules for behavior. On the broadest level, everyone
League code of conduct. During a play session, participants are expected to âŠ
Follow the DMâs lead and refrain from arguing with the DM or other players over rules. Let other players speak, and allow
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Selling Treasure Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town
or other settlement, provided that you can find buyers and merchants interested in your loot. Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Masterâs Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.
Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons Tools: Thievesâ tools, tinkerâs tools, one type of artisanâs tools of your choice Saving Throws: Constitution
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in the Equipment section.






