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Returning 35 results for 'confusing roiling guide to have ranges'.
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Halfling
Legacy
This doesn't reflect the latest rules and lore.
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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
races
Mordenkainen Presents: Monsters of the Multiverse
Githzerai migrated to the Everchanging Chaos of Limbo after the ancient schism that split their ancestors from their cousins, githyanki. Limbo is a roiling maelstrom of matter and energy, collapsing
.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character&rsquo
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Arrival in Yon When the characters first arrive in Yon, read: You stand on a path that wends between rocky crags on a mountainside. The sky is dark and full of roiling thunderclouds. You are greeted
is Motherhorn. What direction the characters go is up to them. Whichever way they choose, they don’t get far before they encounter another friendly guide.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Arrival in Yon When the characters first arrive in Yon, read: You stand on a path that wends between rocky crags on a mountainside. The sky is dark and full of roiling thunderclouds. You are greeted
is Motherhorn. What direction the characters go is up to them. Whichever way they choose, they don’t get far before they encounter another friendly guide.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Doors and Landings Endless doors along the staircase connect it to destinations throughout the multiverse. These doors function as planar portals (see the Dungeon Master’s Guide) and are typically
Shadowfell set into a gothic archway; gargoyles perch on its landing, exuding roiling mist from their open mouths. A slippery ramp of deep-blue ice ascends to a frozen portal to the Paraelemental Plane
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Doors and Landings Endless doors along the staircase connect it to destinations throughout the multiverse. These doors function as planar portals (see the Dungeon Master’s Guide) and are typically
Shadowfell set into a gothic archway; gargoyles perch on its landing, exuding roiling mist from their open mouths. A slippery ramp of deep-blue ice ascends to a frozen portal to the Paraelemental Plane
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->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->Mythic Odysseys of Theros
Athreos’s Champions Alignment: Usually lawful, often evil Suggested Classes: Cleric, monk, rogue, wizard Suggested Cleric Domains: Death, Grave (described in Xanathar’s Guide to Everything) Suggested
him, the River Guide doesn’t seek worship. When mortal agents are necessary, though, Athreos often seeks the descendants of those who impressed him during their journey to the Underworld. The Athreos’s
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->Mythic Odysseys of Theros
Athreos’s Champions Alignment: Usually lawful, often evil Suggested Classes: Cleric, monk, rogue, wizard Suggested Cleric Domains: Death, Grave (described in Xanathar’s Guide to Everything) Suggested
him, the River Guide doesn’t seek worship. When mortal agents are necessary, though, Athreos often seeks the descendants of those who impressed him during their journey to the Underworld. The Athreos’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in darkness, closing as soon as they feel light’s kiss. Domains of Dread In a far-flung corner of the Shadowfell drifts a hidden expanse of roiling mist and vague semireality. At this eerie edge of the
blamed on the Mists. The following Domains of Dread are among the most infamous. They are described in more detail in Van Richten’s Guide to Ravenloft. Barovia The towering spires of Castle Ravenloft loom
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
others on a whim. If a domain’s borders are closed, supernatural agitation is obvious to any who approach the Mists. This takes the form of roiling disturbances within the haze, menacing silhouettes
, might share a Mist talisman with adventurers or could know where such an item is located. You can use Mist talismans to guide characters from one domain to another as your adventures require. The
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
others on a whim. If a domain’s borders are closed, supernatural agitation is obvious to any who approach the Mists. This takes the form of roiling disturbances within the haze, menacing silhouettes
, might share a Mist talisman with adventurers or could know where such an item is located. You can use Mist talismans to guide characters from one domain to another as your adventures require. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in darkness, closing as soon as they feel light’s kiss. Domains of Dread In a far-flung corner of the Shadowfell drifts a hidden expanse of roiling mist and vague semireality. At this eerie edge of the
blamed on the Mists. The following Domains of Dread are among the most infamous. They are described in more detail in Van Richten’s Guide to Ravenloft. Barovia The towering spires of Castle Ravenloft loom
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Guide provides guidance on using a more realistic approach.)
If a square costs extra movement, as a square of difficult terrain does, you must have enough movement left to pay for entering it. For
that fills its space.
Ranges. To determine the range on a grid between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Guide provides guidance on using a more realistic approach.)
If a square costs extra movement, as a square of difficult terrain does, you must have enough movement left to pay for entering it. For
that fills its space.
Ranges. To determine the range on a grid between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
. In addition, you can channel the air currents around you to guide a ranged attack. Once on each of your turns, when you make an attack with a Ranged weapon or ranged spell, you can make that attack
can use Elemental Surge a number of times equal to your Constitution modifier, regaining all expended uses upon finishing a Long Rest. Stage 2 Flaw: Roiling Elements Primordial Stage 2 Flaw Your
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
around on your own. Within the citadel are traps, deadfalls, and other hazards in various places waiting for someone to approach a protected location incorrectly. A guide, if you can find one, is
necessary for newcomers to get around safely. Beneath the citadel proper, miles of dwarf-sized caverns form a confusing maze that frustrates most non-dwarf visitors. These tunnels are what remain of the early
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
around on your own. Within the citadel are traps, deadfalls, and other hazards in various places waiting for someone to approach a protected location incorrectly. A guide, if you can find one, is
necessary for newcomers to get around safely. Beneath the citadel proper, miles of dwarf-sized caverns form a confusing maze that frustrates most non-dwarf visitors. These tunnels are what remain of the early
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and forms a canopy that hides the ruined realm even from above. The area covered by the mist is a shadowy, muffled region devoid of life, sunlight, and sound. The wall of mist ranges in thickness from
Wisdom (Survival) checks to avoid getting lost in the mists is 15. (See “Becoming Lost” in chapter 5 of the Dungeon Master’s Guide.) Patches of mist and less oppressive fog dot the interior of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and forms a canopy that hides the ruined realm even from above. The area covered by the mist is a shadowy, muffled region devoid of life, sunlight, and sound. The wall of mist ranges in thickness from
Wisdom (Survival) checks to avoid getting lost in the mists is 15. (See “Becoming Lost” in chapter 5 of the Dungeon Master’s Guide.) Patches of mist and less oppressive fog dot the interior of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
“Psychic Hauntings”). Each cave has a ceiling that ranges in height from 10 to 20 feet. TO THE UNDERDARK
West of area H24, a remorhaz tunnel leads down to the Underdark. The slide extends for a
touches the spear, the light around the spear fades as Vlagomir’s spark bestows the following supernatural charm on the character (see “Supernatural Gifts” in the Dungeon Master’s Guide): Vlagomir’s Spark
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
mages in its own academy. Unlike its rival the Magister College, the Sanctuary believes that magic may only grow through freedom. Thus, the Ravencourt Sanctuary has few laws to guide the actions of its
additional instruction in performance, history, mythology, poetics, and more. This training ranges from individual instruction to small schools with a master skald teaching students the skills necessary to act
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
“Psychic Hauntings”). Each cave has a ceiling that ranges in height from 10 to 20 feet. TO THE UNDERDARK
West of area H24, a remorhaz tunnel leads down to the Underdark. The slide extends for a
touches the spear, the light around the spear fades as Vlagomir’s spark bestows the following supernatural charm on the character (see “Supernatural Gifts” in the Dungeon Master’s Guide): Vlagomir’s Spark
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
next sunset, the sun doesn’t rise again for 36 hours. During this time, the sky over the region might hold a crimson moon, be obscured by roiling fog, or display blinking, alien stars. 36–40 During
sentient magic item until the character leaves the region. Randomly generate the item’s properties as described in the “Sentient Magic Items” section of the Dungeon Master’s Guide. 71–75 A spectral force
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
next sunset, the sun doesn’t rise again for 36 hours. During this time, the sky over the region might hold a crimson moon, be obscured by roiling fog, or display blinking, alien stars. 36–40 During
sentient magic item until the character leaves the region. Randomly generate the item’s properties as described in the “Sentient Magic Items” section of the Dungeon Master’s Guide. 71–75 A spectral force
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
remains in contact with the throne for 1 hour gains a random form of indefinite madness (see “Madness” in the Dungeon Master’s Guide). If this madness isn’t cured within 24 hours, it becomes permanent
ranges from forty feet high down to twenty feet high along the south wall. The source of the smoke and heat is a ten-foot-tall stone forge shaped like a pyramid with its peak sheared off. Ripples of heat
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
remains in contact with the throne for 1 hour gains a random form of indefinite madness (see “Madness” in the Dungeon Master’s Guide). If this madness isn’t cured within 24 hours, it becomes permanent
ranges from forty feet high down to twenty feet high along the south wall. The source of the smoke and heat is a ten-foot-tall stone forge shaped like a pyramid with its peak sheared off. Ripples of heat
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Master’s Guide). Secomber This town of farmers, fishers, brewers, and stonecutters is perched on three hills located near the confluence of the Unicorn Run and the Delimbiyr River. Beneath these hills
ranges, beautiful alpine slopes and valleys, and fertile farmland make the Silver Marches a tempting place to live. At the same time, monsters abound here. Orcs and giants inhabit the mountains
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Master’s Guide). Secomber This town of farmers, fishers, brewers, and stonecutters is perched on three hills located near the confluence of the Unicorn Run and the Delimbiyr River. Beneath these hills
ranges, beautiful alpine slopes and valleys, and fertile farmland make the Silver Marches a tempting place to live. At the same time, monsters abound here. Orcs and giants inhabit the mountains
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
guard outside while the characters rid Hrakhamar of firenewts. If the characters seem underpowered or in need of a guide, Sithi offers to accompany them. She remembers the layout of the forge but
proficiency if none of the characters do. Musharib (see “Finding a Guide") also has the necessary skill. After three failed checks, the box’s impressions are ruined, and the box can no longer be used to mold