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Returning 35 results for 'confident walking rules'.
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confident working rules
continent warring rules
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continent working rules
confident wanting rules
Backgrounds
Spelljammer: Adventures in Space
gravity isn’t present, the following rules apply:
Impeded Melee. When making a melee attack with a weapon, a creature that doesn’t have a flying or swimming speed (either naturally or
provided by magic) has disadvantage on the attack roll unless the weapon deals piercing damage.
Movement. A creature can use an action to push off something heavier than itself and move up to its walking
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->D&D Beyond Basic Rules
questions: Will the rule or change improve the game? Will my players like it? If you’re confident that the answer to both questions is yes, give the new rule a try. Present house rules as experiments
House Rules House rules are new or modified rules you add to your game to make it your own and to enhance the style you have in mind for your game. Before you establish a house rule, ask yourself two
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
questions: Will the rule or change improve the game? Will my players like it? If you’re confident that the answer to both questions is yes, give the new rule a try. Present house rules as experiments
House Rules House rules are new or modified rules you add to your game to make it your own and to enhance the style you have in mind for your game. Before you establish a house rule, ask yourself two
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chapter 9: Dungeon Master’s Workshop As the Dungeon Master, you aren’t limited by the rules in the Player’s Handbook, the guidelines in these rules, or the selection of monsters in the Monster Manual
. You can let your imagination run wild. This chapter contains optional rules that you can use to customize your campaign, as well as guidelines on creating your own material, such as monsters and
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Speed A creature’s speed tells you how far it can move on its turn. For more information on speed, see Speed in the Basic Rules. All creatures have a walking speed; those that have no form of ground
-based locomotion have a walking speed of 0 feet. Some of the creatures in this adventure have one or more additional movement modes: Burrow. A creature that has a burrowing speed can use all or part
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Constructs Constructs in the Outlands might be the remnants of forgotten civilizations, servants of plane-walking magic-users, or creations with varied important or ridiculous purposes. Among the
most common are modrons, mechanical denizens of Mechanus that seek to enforce order on the plane. Outlands Constructs d4 Encounter 1 A tyrannical homunculus rules over the small domain of its long
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, climbing, and swimming. These different modes of movement can be
combined with walking, or they can constitute your entire move. However you're moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Weightlessness In any location where gravity isn’t present, the following rules apply: Impeded Melee. When making a melee attack with a weapon, a creature that doesn’t have a flying or swimming speed
and move up to its walking, flying, or swimming speed in a straight line. The creature continues along this course, moving in a straight line at its speed on each of its turns until something stops it or changes its trajectory.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Speed A creature’s speed tells you how far it can move on its turn. For more information on speed, see the Basic Rules. All creatures have a walking speed; those that have no form of ground-based
locomotion have a walking speed of 0 feet. Many of the creatures herein have one or more additional movement modes. Burrow. A creature that has a burrowing speed can use all or part of its movement to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Speed A monster’s speed tells you how far it can move on its turn. For more information on speed, see the Player’s Handbook. All creatures have a walking speed, simply called the monster’s speed
. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet. Some creatures have one or more of the following additional movement modes. Burrow A monster that has a burrowing
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, climbing, and swimming. These different modes of movement can be
combined with walking, or they can constitute your entire move. However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Speed A creature’s speed tells you how far it can move on its turn. For more information on speed, see the Basic Rules. All creatures have a walking speed; creatures that have no form of ground-based
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Special Travel Pace The rules on travel pace in the Player’s Handbook assume that a group of travelers adopts a pace that, over time, is unaffected by the individual members’ walking speeds. The
difference between walking speeds can be significant during combat, but during an overland journey, the difference vanishes as travelers pause to catch their breath, the faster ones wait for the slower
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
passageways in the region, with visitors literally walking upon and within Araumycos upon entering its domain. The floor is carpeted with thick mold and fungus, creating patches of difficult terrain
soft enough that characters can sink into it with no warning. Use the quicksand rules in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide for such areas. Creatures that fail to escape become food for Araumycos.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal
HUMAN TRAITS
If your campaign uses the optional feat rules from chapter 6, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D3. Stepstone Crossing A row of boulders spaced two feet apart breach the surface of the lake to form a walking path across a forty-foot-wide waterway.
The water around the stepstones is only 4
). If the characters offer the bullywugs nothing in return for their help, the bullywugs take no offense. They don’t expect foreigners to honor the rule of reciprocity (see “Rules of Conduct” earlier in the chapter).
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, these NPCs might be part of the team necessary to operate a mobile headquarters (sailors for a sailing ship or airship, arcane engineers for a walking statue or teleporting tavern, and so forth
adjudicate the characters’ customization choices. A good rule of thumb is to allow the players full creative freedom while sticking to the mechanics (however loose) presented by the rules in chapter
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
warlock. Standard Dark Spellcaster Franchise Rules
No summoning circles in the bathroom. No “tentacle talk” during mealtimes. You must wear a gag at bedtime. That constant screaming makes it hard for
walking the fine line between light and shadow. Or, you know, walking the shadow but being pretty sure the light is over there somewhere. As such, you’re the perfect person to take point when your
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, and slower members of the raiding party and walking wounded straggle into camp all through the day after the raid. The situation at the camp is confused and security is lax. Most of these raiders are
mercenaries and bandits, and not even the dedicated cultists wear recognizable uniforms on raids. No one challenges latecomers for passwords or security signals. Put simply, the raiders are confident
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
raiding party and walking wounded straggle into camp all through the day after the raid. The situation at the camp is confused, and security is lax. Most of these raiders are mercenaries and bandits
, and not even the dedicated cultists wear recognizable uniforms on raids. No one challenges latecomers for passwords or security signals. Put simply, the raiders are confident that no enemies followed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Underwater See chapter 9 of the Player’s Handbook for rules on underwater combat. Random Undersea Encounters You can check for random undersea encounters as often as you would check for them on land
(giant octopus lair) 17 Undersea cave (dragon turtle lair) 18 Adult bronze dragon searching for treasure 19 Storm giant walking on the ocean floor 20 Sunken treasure chest (25 percent chance that it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
party and ability to cast Cure Wounds or Revivify when needed. Walking Textbook. A walking textbook NPC is knowledgeable about a particular field of expertise and can be a useful source of information
life debt to the characters or shares their goals might fight to the death for them. You can simply decide on an NPC’s loyalty, or you can track a Loyalty Score using the following rules. Loyalty
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
wrists and shackles on their ankles. The manacles impose disadvantage on ability checks made to climb or swim. The shackles reduce a prisoner’s walking speed by half and impose disadvantage on ability
checks made to jump. Fenthaza (see area 5) carries the keys for these bindings. See “Adventuring Gear” in chapter 5 of the Player’s Handbook for rules on breaking, escaping, and unlocking manacles (and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. The whole plane is a nightmarish riot. Limbo has no gravity, so creatures visiting the plane float in place. A creature can move up to its walking speed in any direction by merely thinking of the
Intelligence check to alter a nonmagical object that isn’t being worn or carried. The same rules for distance apply, and the DC is based on the object’s size: DC 10 for Tiny, DC 15 for Small, DC 20 for
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
: Review the zombie stat block in appendix B. Use the initiative rules to determine who acts first, second, third, and so on. Keep track of everyone’s initiative count on your notepad. On the zombies
characters are more than 20 feet away, the zombies use the Dash action so they can move farther. For more information on what the zombies can do on their turn, see “Combat” in the Basic Rules. The zombies
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift
thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8. Stormborn At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon’s true identity. Silver dragons associate with just about any creatures, though, as long as they’re confident those creatures have good intentions—or could be convinced to change their ways. Silver
interlopers without violence.
4 Two silver dragons compete to see who is better at playing the part of a young noble.
5 A young silver dragon rules over a group of yuan-ti, claiming to be an
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
tomb (areas 27 and 28). Withers avoids contact with the characters when possible, confident that Acererak’s traps will defeat them. Legendary Monsters Two legendary monsters dwell in Acererak’s tomb
enter an area containing a skeleton key, it might be standing in the middle of the room, standing in a corner, walking across the ceiling, or clinging to a wall. A skeleton key’s primary goal is to avoid
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Hexblood Traits You have the following racial traits. Creature Type. You are a Fey. Size. You are Medium or Small. You choose the size when you gain this lineage. Speed. Your walking speed is 30 feet
irreversible ritual, they emerge as a hag NPC no longer under the control of the hexblood’s player, unless the DM rules otherwise.
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
: Review the zombie stat block below. Use the initiative rules to determine who acts first, second, third, and so on. Keep track of everyone’s initiative count on your notepad. On the zombies’ initiative
hard it is to kill these walking corpses. When this trait prevents a zombie from dying, give the players a hint about what happened. You might say, “That should have finished the creature off, but it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Your Turn On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed--sometimes called your walking speed--is
. The Movement and Position section gives the rules for your move. You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Your Turn On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed — sometimes called your walking speed — is
options for your action. The "Movement and Position" section later in this chapter gives the rules for your move. You can forgo moving, taking an action, or doing anything at all on your turn. If you