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Returning 12 results for 'conducting relatively grasping to have resolve'.
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Arcane Hand
Legacy
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Spells
Basic Rules (2014)
hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Bigby's Hand
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
remain within 5 feet of it. Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or
spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
relatively regular dimensions. They are known for their unusual rock formations and abundant patches of fungi, and for being suffused with faerzress (see chapter 2). There are currently two factions
somehow using faerzress to spread chaos and madness, the demon worshipers have begun conducting rituals to infect Gracklstugh. Intent on weakening the city and breaking the power of King Horgar
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
relatively (if not entirely) safe. Check for a random event each day by rolling a d20. On a roll of 16 or higher, one or more events occur as indicated below: 16 means an event occurs in the morning 17
recommend 300 XP per character for each situation the heroes resolve successfully. Ideally, the characters have the chance to complete eight or nine of these events. If you use the milestone experience
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
relatively (if not entirely) safe. Check for a random event each day by rolling a d20. On a roll of 16 or higher, one or more events occur as indicated below: 16 means an event occurs in the morning 17
recommend 300 XP per character for each situation the heroes resolve successfully. Ideally, the characters have the chance to complete eight or nine of these events. If you use the milestone experience
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
his cunning;
A flash of his scarf, he’ll take off running.
Quick as a bolt, his long scarf trailing,
Gasping, grasping, you’ll end up flailing.
You’ll pout, you’ll moan, you’ll huff, you’ll sneer
(Intimidation) group check. If the group check succeeds, the brigands are cowed by the characters’ resolve and retreat into the swamp rather than risk getting whomped by the party. On a failed check, the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
receive relatively cordial treatment from those other hags instead. Every hag has a particular status relative to others of her kind and to hags of all sorts, based on age, abilities, influence
): entangle, speak with animals 2nd level (3 slots): flaming sphere, moonbeam, spike growth 3rd level (3 slots): call lightning, plant growth 4th level (3 slots): dominate beast, grasping vine 5th level
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
harmed in any way. Conducting the Orchestra. To conduct the orchestra through the end of their final symphony, a character must succeed on three consecutive DC 15 Charisma (Performance) checks made 1
nonmagical wand (a possible spellcasting focus) made of chardalyn (see "Chardalyn"). It is suffused with evil magic. While grasping the wand, one feels an urge to inflict terrible harm upon others, but the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
in this area. The furniture here is of similar construction to that seen in area H3, surviving for centuries in the relatively dry environment of the haven but eventually succumbing to rot. The room is
near the center of the room (at the location shown on the map) can be lifted, but it must first be spotted beneath the filth and debris by conducting a thorough search of the room and making a successful
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
here when he isn’t conducting business in area B25 or entertaining visitors in area B26. Treasure. The lyre is an instrument of the bards (Cli lyre) decorated with carvings of phoenixes. Jarazoun
and cracked, and the room’s walls are veined with narrow fissures that disappear into darkness.
The Book of Vile Darkness If the characters had a relatively easy time getting here, add two
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
team is on offense. Resolve a tie with a Strength (Athletics) contest.
Step 2. To simulate the ball being passed around, every player makes a DC 15 Dexterity (Athletics) check. If the team on
rabbit (50 gp), a silver necklace from which hangs a crow’s-foot pendant grasping a peridot (500 gp), a potion of invisibility in a stoppered vial made from a witch’s fingerbone, and a potion of