Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'conflicts ranges guide to have rate'.
Other Suggestions:
conflicted ranger guide to have rare
conflict ranges guide to have race
conflicts ranges guide to have race
conflicted ranger guide to have rather
conflicted ranger guide to have rites
Monsters
Tomb of Annihilation
returns to normal at a rate of 10 degrees per minute.
Artus can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby's hand (2
Guide to determine the hit points of an inanimate object if they become necessary.
A former member of the Harpers, Artus Cimber is the keeper of the Ring of Winter. He found the ring in the jungles of
Graz'zt
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.
If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23
Master’s Guide for more on madness.
Madness of Graz’zt
d100
Flaw (lasts until cured)
01–20
“There is nothing in the world more important than me and my
Magic Items
Princes of the Apocalypse
Dungeon Master’s Guide.
Earth Orb. When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18). For the purpose of the spell’s
apply, as detailed in chapter 5 of the Dungeon Master’s Guide. At the end of each hour, there is a ten percent chance that the heat wave starts a wildfire in a random location within the area of
Magic Items
Tomb of Annihilation
Guide). If it succeeds, the ring compels its wearer to cause undue harm to everyone and everything around it, in a cold-hearted attempt to incur the wrath of enemies and bring about the wearer&rsquo
immunity to cold damage and don’t suffer any ill effects from extreme cold (see chapter 5 of the Dungeon Master’s Guide).
Magic. The Ring of Winter has 12 charges and
Halfling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
. They are inclined to be stout, weighing between 40 and 45 pounds.
Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have
land beyond their quiet shires. They typically don’t recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
experience points, you can slow the rate of advancement by banking XP until you’re ready for the party to level up. Conversely, you can hasten level advancement by awarding ad hoc XP for completing goals
and allow characters to gain levels as the adventure progresses, use the Suggested Character Levels table as your guide.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
experience points, you can slow the rate of advancement by banking XP until you’re ready for the party to level up. Conversely, you can hasten level advancement by awarding ad hoc XP for completing goals
and allow characters to gain levels as the adventure progresses, use the Suggested Character Levels table as your guide.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, traps, puzzles, and conflicts. When you design an adventure, you call the shots. You do things exactly the way you want to. Fundamentally, adventures are stories. An adventure shares many of the
interaction, and combat into a unified whole that meets the needs of your players and your campaign. But it’s more than that. The basic elements of good storytelling should guide you throughout this process, so your players experience the adventure as a story and not a disjointed series of encounters.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, traps, puzzles, and conflicts. When you design an adventure, you call the shots. You do things exactly the way you want to. Fundamentally, adventures are stories. An adventure shares many of the
interaction, and combat into a unified whole that meets the needs of your players and your campaign. But it’s more than that. The basic elements of good storytelling should guide you throughout this process, so your players experience the adventure as a story and not a disjointed series of encounters.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
different scales to help you design your world and the starting area of your campaign. Especially when you get down to province scale (1 hex = 1 mile), think about paths of travel — roads, passes, ridges and valleys, and so on — that can guide character movement across your map.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
different scales to help you design your world and the starting area of your campaign. Especially when you get down to province scale (1 hex = 1 mile), think about paths of travel — roads, passes, ridges and valleys, and so on — that can guide character movement across your map.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Dwellers of the Forbidden City 5th–8th 4. Fane of the Night Serpent 7th–9th 5. Tomb of the Nine Gods 9th and higher You can slow the rate of advancement by withholding XP, “banking” it until you’re
. As the DM, you can dispense with XP tracking and allow characters to gain levels at whatever pace suits your campaign, using the Suggested Character Levels table as your guide. Chult is loaded with
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Dwellers of the Forbidden City 5th–8th 4. Fane of the Night Serpent 7th–9th 5. Tomb of the Nine Gods 9th and higher You can slow the rate of advancement by withholding XP, “banking” it until you’re
. As the DM, you can dispense with XP tracking and allow characters to gain levels at whatever pace suits your campaign, using the Suggested Character Levels table as your guide. Chult is loaded with
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
launched an assault on the sea elf city of Myth Nantar! Outrageous!
During these conflicts, each of you have assisted the Turmish in driving these foul undead creatures away, and in this endeavor you
strangeness remains unknown. The Turmish and Thayans are too busy with their conflicts to notice, and so it is up to you brave heroes to travel into the darkening and discover what evil has come to reside so
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
unfamiliar with this region of the Underdark and can’t navigate, but she has a +5 bonus on Wisdom (Survival) checks and can help out in that regard. Jimjar can guide the party to Blingdenstone from
. Sarith Kzekarit is the best potential guide in the group, but also the most deceptive. He can navigate to any region of the Underdark shown on the map, but will encourage the characters to travel to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
unfamiliar with this region of the Underdark and can’t navigate, but she has a +5 bonus on Wisdom (Survival) checks and can help out in that regard. Jimjar can guide the party to Blingdenstone from
. Sarith Kzekarit is the best potential guide in the group, but also the most deceptive. He can navigate to any region of the Underdark shown on the map, but will encourage the characters to travel to
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
launched an assault on the sea elf city of Myth Nantar! Outrageous!
During these conflicts, each of you have assisted the Turmish in driving these foul undead creatures away, and in this endeavor you
strangeness remains unknown. The Turmish and Thayans are too busy with their conflicts to notice, and so it is up to you brave heroes to travel into the darkening and discover what evil has come to reside so
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Dukha, he offers to guide them for 100 gp. A character who haggles and succeeds on a DC 14 Charisma (Persuasion) check convinces him to reduce this price by 25 gp. Once a deal’s been made, he shares these
the characters but little else. It moves at a rate of 1½ miles per hour. The majhi is ready to head off whenever the characters please.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Eeyal Tortle guide (Fort Beluarian) When the characters meet Eeyal, give them handout A at the end of this supplement. Eeyal is a tortle (see “Tortles”) who wears goggles that she crafted for herself
charges 5 gp per day. She also offers a discount rate of 40 gp for a tenday, but the payment must be made up front and is non-refundable.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Eeyal Tortle guide (Fort Beluarian) When the characters meet Eeyal, give them handout A at the end of this supplement. Eeyal is a tortle (see “Tortles”) who wears goggles that she crafted for herself
charges 5 gp per day. She also offers a discount rate of 40 gp for a tenday, but the payment must be made up front and is non-refundable.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Dukha, he offers to guide them for 100 gp. A character who haggles and succeeds on a DC 14 Charisma (Persuasion) check convinces him to reduce this price by 25 gp. Once a deal’s been made, he shares these
the characters but little else. It moves at a rate of 1½ miles per hour. The majhi is ready to head off whenever the characters please.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
.
Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are
nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires. Many halflings live among other races, where the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
.
Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are
nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires. Many halflings live among other races, where the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Dungeon Master’s Guide). If it succeeds, the ring compels its wearer to cause undue harm to everyone and everything around it, in a cold-hearted attempt to incur the wrath of enemies and bring about
extreme cold (see chapter 5 of the Dungeon Master’s Guide). Magic. The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While wearing the ring, you can expend the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s Guide provides guidance on using a more realistic approach.)
If
enter a square of difficult terrain.
Corners. Diagonal movement can’t cross the corner of a wall, large tree, or other terrain feature that fills its space.
Ranges. To determine the range on a grid
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s Guide provides guidance on using a more realistic approach.)
If
enter a square of difficult terrain.
Corners. Diagonal movement can’t cross the corner of a wall, large tree, or other terrain feature that fills its space.
Ranges. To determine the range on a grid
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round. You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8
chapter 5 of the Dungeon Master’s Guide. Earth Orb. When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18). For the purpose of the spell’s
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round. You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8
chapter 5 of the Dungeon Master’s Guide. Earth Orb. When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18). For the purpose of the spell’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Dungeon Master’s Guide). If it succeeds, the ring compels its wearer to cause undue harm to everyone and everything around it, in a cold-hearted attempt to incur the wrath of enemies and bring about
extreme cold (see chapter 5 of the Dungeon Master’s Guide). Magic. The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While wearing the ring, you can expend the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Holidays There’s always a celebration happening or about to happen in Sharn, whether it’s a parade in a single district or a festival that ranges across the entire city. Here are a few special
by a brief upturn in violence. Sun’s Blessing (15 Therendor) The festival of Dol Arrah is a day of peace and a time when enemies are urged to find a peaceful resolution to their conflicts. It’s one
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Holidays There’s always a celebration happening or about to happen in Sharn, whether it’s a parade in a single district or a festival that ranges across the entire city. Here are a few special
by a brief upturn in violence. Sun’s Blessing (15 Therendor) The festival of Dol Arrah is a day of peace and a time when enemies are urged to find a peaceful resolution to their conflicts. It’s one
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
What Is Planescape? Planescape is the D&D multiverse and so much more. Beyond the Great Wheel cosmology (detailed in the Dungeon Master’s Guide), Planescape focuses on reality-bending adventures and
philosophies against one another and highlight subjective views. Situations might encourage characters to reexamine their beliefs in the face of plane-spanning philosophies, conflicts, and revelations
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
What Is Planescape? Planescape is the D&D multiverse and so much more. Beyond the Great Wheel cosmology (detailed in the Dungeon Master’s Guide), Planescape focuses on reality-bending adventures and
philosophies against one another and highlight subjective views. Situations might encourage characters to reexamine their beliefs in the face of plane-spanning philosophies, conflicts, and revelations
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
trapped inside an iron flask or a similar device. If the furnace is destroyed or the elemental released from within it, the air inside the balloon cools, causing the airship to descend at a rate of
ballista (see the “Siege Equipment” section in chapter 8 of the Dungeon Master’s Guide). Tying a rope to a harpoon, if desired, takes an action. In addition to dealing 16 (3d10) piercing damage on a hit
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
trapped inside an iron flask or a similar device. If the furnace is destroyed or the elemental released from within it, the air inside the balloon cools, causing the airship to descend at a rate of
ballista (see the “Siege Equipment” section in chapter 8 of the Dungeon Master’s Guide). Tying a rope to a harpoon, if desired, takes an action. In addition to dealing 16 (3d10) piercing damage on a hit