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Returning 35 results for 'confidence resting grung to have rules'.
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confident reading grungs to have rules
confidence reading grungs to have rules
confident resting grungs to have rules
confidence resting grungs to have rules
confident reading grung to have rules
Monsters
Icewind Dale: Rime of the Frostmaiden
trained in the arcane tradition of evocation. She likes using her magic to destroy things, and her hunger for magic items knows no bounds. Her supreme confidence means that she never backs down from a
challenge, even when the odds are clearly stacked against her. Seeing other wizards as a threat, paranoia rules her life.
Avarice has been a member of the Arcane Brotherhood for almost two years. She
Backgrounds
Sword Coast Adventurer's Guide
the most equitable solution to arguments.
5
I’m confident in my own abilities and do what I can to instill confidence in others.
6
Thinking is for other people. I prefer action
with me to pursue my destiny.
d6
Flaw
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and
Backgrounds
Baldur’s Gate: Descent into Avernus
’m confident in my own abilities and do what I can to instill confidence in others.
6
Thinking is for other people. I prefer action.
7
I misuse long words in an attempt to sound smarter
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3
Folk Hero
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
arguments.
5
I’m confident in my own abilities and do what I can to instill confidence in others.
6
Thinking is for other people. I prefer action.
7
I misuse long words in an attempt
.
d6
Flaw
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of
compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Resting Unlike in the other two adventure settings, the keep is a safe place to rest and resupply. The characters can freely take Long Rests in the keep. For more on resting, see the D&D Beyond Basic Rules.
compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Resting Threats abound within the caves. The characters can take only Short Rests within them. To take a Long Rest, they must first exit any cave they’re in. For more on resting, see the D&D Beyond Basic Rules.
compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Resting The dangers of the wilds keep travelers on their toes. The characters can take only Short Rests while exploring a wilderness region. To take a Long Rest, characters must visit the keep (see “Keep on the Borderlands”). For more on resting, see the D&D Beyond Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
time. Should their resting places be violated, these beings, known as mummies, reanimate their deteriorating bodies to restore the sanctity of their tombs and punish those who disturbed their rest
. Mummies pursue those who offend them, typically mortals who desecrate their resting places, steal their burial treasures, or defile sites tied to their faith. With undying rage, these ancient corpses go
Compendium
- Sources->Dungeons & Dragons->Monster Manual
time. Should their resting places be violated, these beings, known as mummies, reanimate their deteriorating bodies to restore the sanctity of their tombs and punish those who disturbed their rest
. Mummies pursue those who offend them, typically mortals who desecrate their resting places, steal their burial treasures, or defile sites tied to their faith. With undying rage, these ancient corpses go
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
on your capabilities until you reach 0 Hit Points. If you have half your Hit Points or fewer, you’re Bloodied, which has no game effect on its own but which might trigger other game effects. Resting
Adventurers can’t spend every hour adventuring. They need rest. Any creature can take hour-long Short Rests in the midst of a day and an 8-hour Long Rest to end it. Regaining Hit Points is one of the main benefits of a rest. The rules glossary provides the rules for Short and Long Rests.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
on your capabilities until you reach 0 Hit Points. If you have half your Hit Points or fewer, you’re Bloodied, which has no game effect on its own but which might trigger other game effects. Resting
Adventurers can’t spend every hour adventuring. They need rest. Any creature can take hour-long Short Rests in the midst of a day and an 8-hour Long Rest to end it. Regaining Hit Points is one of the main benefits of a rest. The Rules Glossary provides the rules for Short and Long Rests.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
on your capabilities until you reach 0 Hit Points. If you have half your Hit Points or fewer, you’re Bloodied, which has no game effect on its own but which might trigger other game effects. Resting
Adventurers can’t spend every hour adventuring. They need rest. Any creature can take hour-long Short Rests in the midst of a day and an 8-hour Long Rest to end it. Regaining Hit Points is one of the main benefits of a rest. The Rules Glossary provides the rules for Short and Long Rests.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
on your capabilities until you reach 0 Hit Points. If you have half your Hit Points or fewer, you’re Bloodied, which has no game effect on its own but which might trigger other game effects. Resting
Adventurers can’t spend every hour adventuring. They need rest. Any creature can take hour-long Short Rests in the midst of a day and an 8-hour Long Rest to end it. Regaining Hit Points is one of the main benefits of a rest. The rules glossary provides the rules for Short and Long Rests.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
complexities of social interaction. The rules for resting are also in this section, along with a discussion of the activities your character might pursue between adventures. Whether adventurers are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
complexities of social interaction. The rules for resting are also in this chapter, along with a discussion of the activities your character might pursue between adventures. Whether adventurers are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spends one of her four 1st-level slots and has three remaining. Finishing a long rest restores any expended spell slots (see chapter 8 for the rules on resting). Some characters and monsters have
Spell Slots Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
complexities of social interaction. The rules for resting are also in this section, along with a discussion of the activities your character might pursue between adventures. Whether adventurers are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
complexities of social interaction. The rules for resting are also in this chapter, along with a discussion of the activities your character might pursue between adventures. Whether adventurers are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spends one of her four 1st-level slots and has three remaining. Finishing a long rest restores any expended spell slots (see chapter 8 for the rules on resting). Some characters and monsters have
Spell Slots Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
characters are trying to achieve, and make ability checks only if you ask them to. When a situation comes up and you’re not sure how to adjudicate it using the rules, use these four questions to help
remember Recognize an illusion as fake Wisdom Perceptiveness and mental fortitude Notice things in the environment or in creatures’ behavior Resist a mental assault Charisma Confidence, poise, and charm Influence, entertain, or deceive Assert your identity
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
characters are trying to achieve, and make ability checks only if you ask them to. When a situation comes up and you’re not sure how to adjudicate it using the rules, use these four questions to help
remember Recognize an illusion as fake Wisdom Perceptiveness and mental fortitude Notice things in the environment or in creatures’ behavior Resist a mental assault Charisma Confidence, poise, and charm Influence, entertain, or deceive Assert your identity
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, naturally formed cavern is about twenty-five feet in diameter.
If the smugglers are not yet aware of the characters’ presence, three scouts are resting here while they await instructions. There is
sacrifice every one of his companions to achive these ends.
Confidence Aplenty. Sanbalet’s success stems from confidence in his abilities. He delights in criminal behavior and considers himself a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, naturally formed cavern is about twenty-five feet in diameter.
If the smugglers are not yet aware of the characters’ presence, three scouts are resting here while they await instructions. There is
sacrifice every one of his companions to achive these ends.
Confidence Aplenty. Sanbalet’s success stems from confidence in his abilities. He delights in criminal behavior and considers himself a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
creature can’t make opportunity attacks against you for the rest of your turn. SWASHBUCKLERS AND TWO-WEAPON FIGHTING
The Swashbuckler relies on a good understanding of the D&D rules to realize its
at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
creature can’t make opportunity attacks against you for the rest of your turn. SWASHBUCKLERS AND TWO-WEAPON FIGHTING
The Swashbuckler relies on a good understanding of the D&D rules to realize its
at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
rote—are level 0. The rules for each spellcasting class say when its members gain access to spells of certain levels. Spell Slots Spellcasting is taxing, so a spellcaster can cast only a limited
number of level 1+ spells before resting. Spell slots are the main way a spellcaster’s magical potential is represented. Each spellcasting class gives its members a limited number of spell slots of certain
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
rote—are level 0. The rules for each spellcasting class say when its members gain access to spells of certain levels. Spell Slots Spellcasting is taxing, so a spellcaster can cast only a limited
number of level 1+ spells before resting. Spell slots are the main way a spellcaster’s magical potential is represented. Each spellcasting class gives its members a limited number of spell slots of certain
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
rote—are level 0. The rules for each spellcasting class say when its members gain access to spells of certain levels. Spell Slots Spellcasting is taxing, so a spellcaster can cast only a limited
number of level 1+ spells before resting. Spell slots are the main way a spellcaster’s magical potential is represented. Each spellcasting class gives its members a limited number of spell slots of certain
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
rote—are level 0. The rules for each spellcasting class say when its members gain access to spells of certain levels. Spell Slots Spellcasting is taxing, so a spellcaster can cast only a limited
number of level 1+ spells before resting. Spell slots are the main way a spellcaster’s magical potential is represented. Each spellcasting class gives its members a limited number of spell slots of certain
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, 11 hit points, and immunity to poison and psychic damage. Using an action, a creature can pull a chain free of the tree with a successful DC 17 Strength (Athletics) check. Combat Rules. A trial by
combat is a procedure by which wrongs can be redressed in the Soggy Court. It can also be invoked as a vote of no confidence in the current monarch. A trial always has two combatants: the accused and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. Rakish Audacity Starting at 3rd level, your confidence propels you
to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, 11 hit points, and immunity to poison and psychic damage. Using an action, a creature can pull a chain free of the tree with a successful DC 17 Strength (Athletics) check. Combat Rules. A trial by
combat is a procedure by which wrongs can be redressed in the Soggy Court. It can also be invoked as a vote of no confidence in the current monarch. A trial always has two combatants: the accused and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. Rakish Audacity Starting at 3rd level, your confidence propels you
to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
a human skull resting on an open rolltop desk.
Skabatha Nightshade spends part of her day here (see Where’s Skabatha? earlier in the chapter); if present, she is seated at the writing desk and
Seelie and Unseelie courts. (Volumes 3 and 8 are missing from Skabatha’s collection and can be found in chapter 4.) Three Rules to Rule By is a thin, dog-eared book that describes the rules of hospitality
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
a human skull resting on an open rolltop desk.
Skabatha Nightshade spends part of her day here (see Where’s Skabatha? earlier in the chapter); if present, she is seated at the writing desk and
Seelie and Unseelie courts. (Volumes 3 and 8 are missing from Skabatha’s collection and can be found in chapter 4.) Three Rules to Rule By is a thin, dog-eared book that describes the rules of hospitality