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Returning 33 results for 'consulting reforming gently to have rules'.
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Mordenkainen Presents: Monsters of the Multiverse
and reforming without purpose or direction, until a creature exerts deliberate will to stabilize it. Through their potent psionic power, githzerai carved a home for themselves amid the chaos. As the
choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
phrase in Common: “The gate cannot hide from those it cannot see.”
While in this room, dwarf characters can sense the immense weight of the mountain gently pressing down on them and realize
(see “Gates”). Its rules are as follows: The gate opens for 1 minute when an invisible creature stands directly in front of the mirror. Characters must be 11th level or higher to pass through this
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class. Spells Known and
(rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. If you have more than one spellcasting class, this table might
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class. Spells Known and
(rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. If you have more than one spellcasting class, this table might
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
phrase in Common: “The gate cannot hide from those it cannot see.”
While in this room, dwarf characters can sense the immense weight of the mountain gently pressing down on them and realize
(see “Gates”). Its rules are as follows: The gate opens for 1 minute when an invisible creature stands directly in front of the mirror. Characters must be 11th level or higher to pass through this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
”). Each apparition takes a harmless swing at any creatures that pass through the area before sinking back into the fog. 9c. Unpleasant Descent This 10-foot-high passage slopes down gently as it runs
(see “Gates”). The rules of this gate are as follows: If one pint or more of any liquid is poured on the floor within 5 feet of the arch, the gate opens for 1 minute. Characters must be 9th level or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
”). Each apparition takes a harmless swing at any creatures that pass through the area before sinking back into the fog. 9c. Unpleasant Descent This 10-foot-high passage slopes down gently as it runs
(see “Gates”). The rules of this gate are as follows: If one pint or more of any liquid is poured on the floor within 5 feet of the arch, the gate opens for 1 minute. Characters must be 9th level or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class. Spells Known and
your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class. Spells Known and
your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Several tunnels leading to this 20-foot-high cave are strung with web cables. One such tunnel slopes down gently to area 11. Undead. Six minotaur skeletons stand in the middle of the cave, ready to attack
stones form one of Halaster’s magic gates (see “Gates”). Its rules are as follows: Any creature that touches one of the standing stones is targeted by a maze spell (save DC 22). To open the gate, a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Several tunnels leading to this 20-foot-high cave are strung with web cables. One such tunnel slopes down gently to area 11. Undead. Six minotaur skeletons stand in the middle of the cave, ready to attack
stones form one of Halaster’s magic gates (see “Gates”). Its rules are as follows: Any creature that touches one of the standing stones is targeted by a maze spell (save DC 22). To open the gate, a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
seeds gently fall, a chatty squirrel scampers along the boughs of the tree, handing dandelions to select passersby.
The tree is Northwind, a treant sapling (see its stat block earlier in the chapter
before it touches the ground, doing so with a successful DC 10 Dexterity check. Any creature that catches a seed before it touches the ground receives a gift, determined by rolling a d8 and consulting
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
seeds gently fall, a chatty squirrel scampers along the boughs of the tree, handing dandelions to select passersby.
The tree is Northwind, a treant sapling (see its stat block earlier in the chapter
before it touches the ground, doing so with a successful DC 10 Dexterity check. Any creature that catches a seed before it touches the ground receives a gift, determined by rolling a d8 and consulting
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and consulting the following table: d20 Teleport Destination 1–8 The teleport trap in area 6 9–16 The teleport trap in area 8 17–20 The teleport trap in area 26 Since they can’t avoid the trap, the
to Level 17. The arch is one of Halaster’s magical gates (see “Gates”). This gate’s rules are as follows: The gate opens for 1 minute if a creature touches the arch with a six-fingered gauntlet (one
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and consulting the following table: d20 Teleport Destination 1–8 The teleport trap in area 6 9–16 The teleport trap in area 8 17–20 The teleport trap in area 26 Since they can’t avoid the trap, the
to Level 17. The arch is one of Halaster’s magical gates (see “Gates”). This gate’s rules are as follows: The gate opens for 1 minute if a creature touches the arch with a six-fingered gauntlet (one
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
gently toward the ground for up to 60 feet. If you are still in the air at the end of this distance, you fall if you have no other means of staying aloft. After the spirit departs, the backpack’s
and debris batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
gently toward the ground for up to 60 feet. If you are still in the air at the end of this distance, you fall if you have no other means of staying aloft. After the spirit departs, the backpack’s
and debris batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
source of the gift cannot be confirmed without consulting a higher power, but the mark can be removed with a lesser restoration spell or similar magic. These gifts otherwise follow the rules for
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
source of the gift cannot be confirmed without consulting a higher power, but the mark can be removed with a lesser restoration spell or similar magic. These gifts otherwise follow the rules for
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
candy, which bubbles gently. As an action, a creature can spill the cauldron’s contents onto another creature within 5 feet of it. The target must succeed on a DC 12 Dexterity saving throw or take 2
can also find a cookbook that contains formulas for common and uncommon potions. A character can brew such a potion by following the rules for crafting magic items in the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
candy, which bubbles gently. As an action, a creature can spill the cauldron’s contents onto another creature within 5 feet of it. The target must succeed on a DC 12 Dexterity saving throw or take 2
can also find a cookbook that contains formulas for common and uncommon potions. A character can brew such a potion by following the rules for crafting magic items in the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
inside the orb (see “Injuries” in the Dungeon Master’s Guide for rules on losing an eye). If asked for the whereabouts of the missing wall engraving needed to complete the Rite of the Arcane Octad (see
pulled the lever. Determine the creature by rolling a d6 and consulting the Chimeric Creations table. The chimeric creator needs 8 hours to recharge before it can be used again. A gauge on the device
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
inside the orb (see “Injuries” in the Dungeon Master’s Guide for rules on losing an eye). If asked for the whereabouts of the missing wall engraving needed to complete the Rite of the Arcane Octad (see
pulled the lever. Determine the creature by rolling a d6 and consulting the Chimeric Creations table. The chimeric creator needs 8 hours to recharge before it can be used again. A gauge on the device
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
noise emanates from the northeast tunnel, which is only 5 feet high and slopes gently upward to area G6. The tunnel ends at a wall of falling mud (see area G6). Any creature passing under the mud takes
protective of the pool and attacks intruders. The mephits join in, but unlike the myrmidon, each one reduced to fewer than 10 hit points flees. See area G6 for rules about moving through the river of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
noise emanates from the northeast tunnel, which is only 5 feet high and slopes gently upward to area G6. The tunnel ends at a wall of falling mud (see area G6). Any creature passing under the mud takes
protective of the pool and attacks intruders. The mephits join in, but unlike the myrmidon, each one reduced to fewer than 10 hit points flees. See area G6 for rules about moving through the river of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
a giant raven, attack the characters. Rules for mounted combat appear in chapter 9 of the Player’s Handbook. Suggested Encounter (Night) Characters who explore Raven Rock in the dead of night
vengeance. The reigning king of Ruathym is First Axe Vok Dorrg (CE male Illuskan human priest), a blind and vindictive old man who worships Valkur, a lesser god of the sea. The king rules from the Hall of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
a giant raven, attack the characters. Rules for mounted combat appear in chapter 9 of the Player’s Handbook. Suggested Encounter (Night) Characters who explore Raven Rock in the dead of night
vengeance. The reigning king of Ruathym is First Axe Vok Dorrg (CE male Illuskan human priest), a blind and vindictive old man who worships Valkur, a lesser god of the sea. The king rules from the Hall of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
while Xanathar watchessilently. Rules for running a tournament are described at the end of this chapter (see “Blood and Fortune”). If a character joins the tournament and wins, or defeats its
. Secret Hallway This magically lit hall is concealed behind secret doors. It circumvents the audience chamber (area X18) and gently slopes down toward the east. Finding either secret door requires a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
while Xanathar watchessilently. Rules for running a tournament are described at the end of this chapter (see “Blood and Fortune”). If a character joins the tournament and wins, or defeats its
. Secret Hallway This magically lit hall is concealed behind secret doors. It circumvents the audience chamber (area X18) and gently slopes down toward the east. Finding either secret door requires a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
court, her illusory wings gently fanning the air. She keeps her magic spear, Windvane (see chapter 7), close to her at all times. If Aerisi is here, her ever-watchful invisible stalker companion
and fight only in self-defense. Roleplaying Aerisi Kalinoth. Aerisi rules the Cult of the Howling Hatred like an imperious, vain, and tempestuous queen. She is oblivious to compassion or kindness unless
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
court, her illusory wings gently fanning the air. She keeps her magic spear, Windvane (see chapter 7), close to her at all times. If Aerisi is here, her ever-watchful invisible stalker companion
and fight only in self-defense. Roleplaying Aerisi Kalinoth. Aerisi rules the Cult of the Howling Hatred like an imperious, vain, and tempestuous queen. She is oblivious to compassion or kindness unless
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. When the characters open the door, read: Warm air wafts gently through the doorway. At one end of the room is a large firepit in which a bed of coals is burning. Over it are multiple half-cooked
native language of the lizardfolk. You decide the time required to acquire this new language. (The downtime rules in Xanathar’s Guide to Everything provide some guidelines.) The Nature of the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. When the characters open the door, read: Warm air wafts gently through the doorway. At one end of the room is a large firepit in which a bed of coals is burning. Over it are multiple half-cooked
native language of the lizardfolk. You decide the time required to acquire this new language. (The downtime rules in Xanathar’s Guide to Everything provide some guidelines.) The Nature of the