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Returning 35 results for 'conflict reactions guiding to have rules'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
Levistus, the archdevil who rules Stygia, the sixth layer of the Nine Hells, from the confines of an ice prison from which he cannot escape.
Most of the cultists are Icewind Dale natives who would
-shaped amulet of chardalyn. Each of these amulets has an inner radiance that provides warmth and aid, protecting its wearer against the cold while guiding them safely back to civilization. Once its
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"piercing"} piercing damage.The Knights of the Black Sword are a secret society of cultists devoted to Levistus, the archdevil who rules Stygia, the sixth layer of the Nine Hells, from the
warmth and aid, protecting its wearer against the cold while guiding them safely back to civilization. Once its wearer reaches Ten-Towns, the talisman loses its inner radiance, yet the cultists keep their
Monsters
Mythic Odysseys of Theros
can innately cast the following spells, requiring no material components:
At will: fire bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching
they can to maximize the impending devastation.
Honor Among Fey. Hearkening back to some ages-old conflict, oreads refuse to knowingly destroy any land inhabited by another nymph. While they won't work
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, prestidigitation, suggestion
1/day each: major image, zone of truthThe high fae can take up to three reactions per round but only one per turn.
Capricious Step. Immediately after taking damage, the
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
Monsters
Bigby Presents: Glory of the Giants
envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures
Mist", "rollDamageType":"cold"} cold damage and be unable to use reactions until the start of its next turn. The mist vanishes at the end of the cradle’s turn.
Monsters
Fizban's Treasury of Dragons
other dragons, but we are superior beings and should not lower ourselves to direct conflict.
4
I have no interest in going to the surface world. It’s where one sends one’s servants
it to the surface world. Lost and confused, the wyrmling has been captured by a group of cruel adventurers.
3
A deep dragon wyrmling whimsically rules over a worshipful group of kobolds, sending
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
has the following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident
maritime trade and drawing other races into the bloody conflict.
So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near
Drow Matron Mother
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
, resistance, sacred flame, thaumaturgy
1st level (4 slots): bane, command, cure wounds, guiding bolt
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): bestow curse, clairvoyance
effects for 1 minute: the target's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions. Moreover, on each of its turns, it can take either an action or a bonus
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Reactions If a creature can do something unusual with its reaction, that information is contained here. Most creatures do not have special reactions, in which case this section is absent. Reactions are explained in the Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Reactions If a creature can do something unusual with its reaction, that information is contained here. Most creatures don’t have special reactions, in which case this section is absent. Reactions are explained in the Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Reactions If a creature can do something unusual with its reaction, that information is contained here. Most creatures don’t have special reactions, in which case this section is absent. Reactions are explained in the Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Personal Motives Not every conflict involves a fight between light and darkness. The vast majority of people are driven by simple motives: greed, fear, pride, or ambition. One person just wants to
get some gold in their pocket. Another wants to impress a paramour. A leader guiding their nation into war is motivated both by fear of their neighbors and the sincere belief that Khorvaire would be
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Reactions If a creature can do something unusual with its reaction, that information is contained here. Most creatures do not have special reactions, in which case this section is absent. Reactions are explained in the Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Personal Motives Not every conflict involves a fight between light and darkness. The vast majority of people are driven by simple motives: greed, fear, pride, or ambition. One person just wants to
get some gold in their pocket. Another wants to impress a paramour. A leader guiding their nation into war is motivated both by fear of their neighbors and the sincere belief that Khorvaire would be
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Running the Battle This quest is an epic battle involving hundreds of rival combatants. Use the following rules to resolve the conflict.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Running the Battle This quest is an epic battle involving hundreds of rival combatants. Use the following rules to resolve the conflict.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
(at will): light, mending, sacred flame, spare the dying
1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith
2nd level (3 slots): lesser restoration, magic weapon
hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Reactions
Guided Strike (Recharges after a Short or Long Rest). The priest grants a +10 bonus to an attack roll made by itself or
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
(at will): light, mending, sacred flame, spare the dying
1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith
2nd level (3 slots): lesser restoration, magic weapon
hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Reactions
Guided Strike (Recharges after a Short or Long Rest). The priest grants a +10 bonus to an attack roll made by itself or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
these rules during combat:
Special Abilities. If the monster has a special ability that deals a lot of damage but has a limited number of uses, such as a recharging breath weapon or a spell it can cast
using one of its more powerful abilities.
Bonus Actions, Reactions, Legendary Actions. If the monster has Bonus Actions, Reactions, or Legendary Actions in its stat block, make sure it uses them as often as it can.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
these rules during combat:
Special Abilities. If the monster has a special ability that deals a lot of damage but has a limited number of uses, such as a recharging breath weapon or a spell it can cast
using one of its more powerful abilities.
Bonus Actions, Reactions, Legendary Actions. If the monster has Bonus Actions, Reactions, or Legendary Actions in its stat block, make sure it uses them as often as it can.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
these rules during combat:
Special Abilities. If the monster has a special ability that deals a lot of damage but has a limited number of uses, such as a recharging breath weapon or a spell it can cast
using one of its more powerful abilities.
Bonus Actions, Reactions, Legendary Actions. If the monster has Bonus Actions, Reactions, or Legendary Actions in its stat block, make sure it uses them as often as it can.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
these rules during combat:
Special Abilities. If the monster has a special ability that deals a lot of damage but has a limited number of uses, such as a recharging breath weapon or a spell it can cast
using one of its more powerful abilities.
Bonus Actions, Reactions, Legendary Actions. If the monster has Bonus Actions, Reactions, or Legendary Actions in its stat block, make sure it uses them as often as it can.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
chapter provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field of battle. Throughout this
chapter, the rules address you, the player or Dungeon Master. The Dungeon Master controls all the monsters and nonplayer characters involved in combat, and each other player controls an adventurer. “You” can also mean the character or monster that you control.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
chapter provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field of battle. Throughout this
chapter, the rules address you, the player or Dungeon Master. The Dungeon Master controls all the monsters and nonplayer characters involved in combat, and each other player controls an adventurer. “You” can also mean the character or monster that you control.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. This section provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field of battle. Throughout this
section, the rules address you, the player or Dungeon Master. The Dungeon Master controls all the monsters and nonplayer characters involved in combat, and each other player controls an adventurer. “You” can also mean the character or monster that you control.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. This section provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field of battle. Throughout this
section, the rules address you, the player or Dungeon Master. The Dungeon Master controls all the monsters and nonplayer characters involved in combat, and each other player controls an adventurer. “You” can also mean the character or monster that you control.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus action per round, or attune to more than three magic items at a time. Rules and game elements that override the rules for concentration, reactions, bonus actions, and magic item attunement can seriously unbalance or overcomplicate your game.
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus action per round, or attune to more than three magic items at a time. Rules and game elements that override the rules for concentration, reactions, bonus actions, and magic item attunement can seriously unbalance or overcomplicate your game.
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Making an Attack When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a
effects can apply penalties or bonuses to your attack roll. Resolve the Attack. Make the attack roll, as detailed earlier in this chapter. On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
options for fear and horror to help reinforce terrifying themes in play. This section presents an alternative system, exploring reactions personalized to individual characters and offering incentive for
players to embrace roleplaying moments of fear. Options exploring fear provide guidance to create frightening moments for a character outside of spells or monster abilities, while rules for stress
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Making an Attack When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a
effects can apply penalties or bonuses to your attack roll. Resolve the Attack. Make the attack roll, as detailed earlier in this chapter. On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Making an Attack When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a
effects can apply penalties or bonuses to your attack roll. Resolve the Attack. Make the attack roll, as detailed earlier in this chapter. On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
options for fear and horror to help reinforce terrifying themes in play. This section presents an alternative system, exploring reactions personalized to individual characters and offering incentive for
players to embrace roleplaying moments of fear. Options exploring fear provide guidance to create frightening moments for a character outside of spells or monster abilities, while rules for stress
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Reactions If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent. GRAPPLE RULES FOR MONSTERS
Many
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Reactions If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent. GRAPPLE RULES FOR MONSTERS
Many