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Returning 35 results for 'conquest rule given to her resolve'.
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Magic Items
Dungeon Master’s Guide
Vecna the Archlich;Vecna was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps to prevent his demise by becoming
a lich.
A treacherous lieutenant named Kas the Betrayer;Kas brought Vecna’s rule to an end in a terrible battle. Of Vecna, all that remained were one hand and one eye, grisly Artifacts that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however, they either forget what
Classes
Xanathar's Guide to Everything
The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos
to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins — called hell knights &mdash
Classes
Xanathar's Guide to Everything
The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos
to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins — called hell knights &mdash
Monsters
Icewind Dale: Rime of the Frostmaiden
the Spine of the World. In the guise of Deep Duerra, the duergar god of conquest, the archdevil Asmodeus visited Xardorok and urged him to conquer Icewind Dale, beginning with Ten-Towns.
Dark
two sons given to him by Marral, named Durth and Nildar.
Clad in Chardalyn. Xardorok wears the following nonmagical items fashioned from chardalyn: a nine-spired crown (two intact spires representing
Backgrounds
Ghosts of Saltmarsh
Might. The strong train so that they might rule those who are weak. (Evil)
5
Bravery. To act when others quake in fear — this is the essence of the warrior. (Any)
6
. Job.
3
I must set an example of hope for those who have given up.
4
I’m searching for a fellow marine captured by an elusive enemy.
5
Fear leads to tyranny, and both must be
Species
Dragonlance: Shadow of the Dragon Queen
them. Altered by unbridled magic, a group of gnomes were transformed and given almost supernatural curiosity and fearlessness. These were the first kender.
Originating on the world of Krynn, kender are
determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you
Monsters
Mordenkainen's Fiendish Folio Volume 1
. They were always few in number, and their god was a cruel, merciless tyrant who kept his children close and the outside world at a distance. This long-lost god may have been Maglubiyet's first conquest
the dictates of Maglubiyet have prevented the hobgoblins from hunting down and exterminating these creatures.
A Legacy of Hatred. Given their ancient defeat and terrible treatment at the hands of other
Monsters
Mordenkainen's Fiendish Folio Volume 1
-lost god may have been Maglubiyet's first conquest and his followers the initial, unwilling recruits into his crusade. Today, hobgoblins chafe at the suggestion that creatures as lazy and untamed as
foes even when relegated to menial labor. Only the dictates of Maglubiyet have prevented the hobgoblins from hunting down and exterminating these creatures.
A Legacy of Hatred. Given their ancient
Monsters
Mordenkainen's Fiendish Folio Volume 1
thirst for violence and conquest that propels the fey to war. These plants become needle lords—ogre-shaped masses of thorny vines covered with long, cruel needles that pierce flesh. A needle lord
implacable foe. Driven only by a desire to conquer and rule, it wages endless war with its army of mobile dead against all creatures it views as a threat to its domination. It might even forge treaties with
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty
Animate Objects
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete
bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.
Eye and Hand of Vecna
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his
’s lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King’s rule to an
races
Mordenkainen Presents: Monsters of the Multiverse
a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed
by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Oath of Conquest The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the
so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins — called hell knights — as
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Oath of Conquest The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the
so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins — called hell knights — as
races
Mordenkainen Presents: Monsters of the Multiverse
of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of
’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Falling Falling from a great height is a significant risk for adventurers and their foes. The rule given in the Player’s Handbook is simple: at the end of a fall, you take 1d6 bludgeoning damage for
every 10 feet you fell, to a maximum of 20d6. You also land prone, unless you somehow avoid taking damage from the fall. Here are two optional rules that expand on that simple rule.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll. 3. Resolve the attack. You make the attack roll. 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. If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Falling Falling from a great height is a significant risk for adventurers and their foes. The rule given in the Player’s Handbook is simple: at the end of a fall, you take 1d6 bludgeoning damage for
every 10 feet you fell, to a maximum of 20d6. You also land prone, unless you somehow avoid taking damage from the fall. Here are two optional rules that expand on that simple rule.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, that sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll. 3. Resolve the attack. You make the attack roll. 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. If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
situation, ask the players what their characters want to do. Note what the players say, and identify how to resolve their actions. Ask them for more information if you need it. Sometimes the players
characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s actions. In combat, everyone takes
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, that sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, that sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, that sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Once you’re done describing the situation, ask the players what their characters want to do. Note what the players say, and identify how to resolve their actions. Ask them for more information if you
bookshelf. Outside combat, the characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
situation, ask the players what their characters want to do. Note what the players say, and identify how to resolve their actions. Ask them for more information if you need it. Sometimes the players
characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s actions. In combat, everyone takes
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Once you’re done describing the situation, ask the players what their characters want to do. Note what the players say, and identify how to resolve their actions. Ask them for more information if you
bookshelf. Outside combat, the characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
together the dead conquered the souls of Har’Akir. The ages have marched ever on. Ankhtepot has known treachery and conquest. He has known divinity and rule. But now he knows only boredom and despair
place, one with knowledge of rule and the deities’ blessing. On the day of the ritual that would consecrate the pharaoh’s connection with the gods, Ankhtepot rallied his loyal priests and murdered their
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
rules tell you that melee attacks use Strength and ranged attacks use Dexterity. That’s a general rule, and a general rule is in effect as long as something in the game doesn’t explicitly say otherwise
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
rules tell you that melee attacks use Strength and ranged attacks use Dexterity. That’s a general rule, and a general rule is in effect as long as something in the game doesn’t explicitly say otherwise
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
rules tell you that melee attacks use Strength and ranged attacks use Dexterity. That’s a general rule, and a general rule is in effect as long as something in the game doesn’t explicitly say otherwise
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
rules tell you that melee attacks use Strength and ranged attacks use Dexterity. That’s a general rule, and a general rule is in effect as long as something in the game doesn’t explicitly say otherwise
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
together the dead conquered the souls of Har’Akir. The ages have marched ever on. Ankhtepot has known treachery and conquest. He has known divinity and rule. But now he knows only boredom and despair
place, one with knowledge of rule and the deities’ blessing. On the day of the ritual that would consecrate the pharaoh’s connection with the gods, Ankhtepot rallied his loyal priests and murdered their