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Returning 35 results for 'contrast resolve guardian to have required'.
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Monsters
The Book of Many Things
Guardian Aura. Whenever a creature of Asteria’s choice within 30 feet of her makes a saving throw, Asteria can give the creature advantage on the saving throw (no action required). This trait
Soulknife
Legacy
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Classes
Tasha’s Cauldron of Everything
Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind
gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.
As a Soulknife, your psionic abilities might have haunted you since you were a child, only
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, a character can approach Studying in any way they desire, with that phase then culminating in a single ability check of their choice. In contrast, Testing requires ability checks using specific skills
. In each phase, resolve the outcome of one character’s ability checks before moving on to another character. (If any characters are studying together, however, resolve their ability checks at the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, a character can approach Studying in any way they desire, with that phase then culminating in a single ability check of their choice. In contrast, Testing requires ability checks using specific skills
. In each phase, resolve the outcome of one character’s ability checks before moving on to another character. (If any characters are studying together, however, resolve their ability checks at the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Resolving Activities The description of each activity tells you how to resolve it. Many activities require an ability check, so be sure to note the character’s relevant ability modifiers. Follow the
over a longer period of time than is required for the activity. But that period of time should be no more than twice as long as the required time; otherwise you should introduce extra complications (see
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Resolving Activities The description of each activity tells you how to resolve it. Many activities require an ability check, so be sure to note the character’s relevant ability modifiers. Follow the
over a longer period of time than is required for the activity. But that period of time should be no more than twice as long as the required time; otherwise you should introduce extra complications (see
Magic Items
Lost Laboratory of Kwalish
armor as a shield guardian that has stored a magic missile spell cast using a 4th-level spell slot. When the armor is reduced to 0 hit points, its defenses are rendered inert and it can be safely
Power. Powered armor originally required energy cells to fuel it, but was adapted by Kwalish to be fueled by the life energy of the creature wearing it. You might decide that the armor can also draw
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
road, or a situation the characters are asked to resolve. You decide the scope of the decision the characters must make. You can ask them to make a simple choice (“Do you want to take the path along
small dungeon or an encounter (which might involve multiple ability checks or even combat). Let the character of the player who flipped the card be the focus of the day’s events and make any required
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
eventually, whether to smuggle goods, avoid taxes, or quietly resolve conflicts. Society lieutenants run gambling dens disguised as tea rooms along the pier, while samurai and scoundrels test their
celebrations. Each winter, citizens gather for the Thunder Festival and honor the Turtle Sage—the guardian spirit of the islands—with three days of drumming, dancing, and prayer.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
eventually, whether to smuggle goods, avoid taxes, or quietly resolve conflicts. Society lieutenants run gambling dens disguised as tea rooms along the pier, while samurai and scoundrels test their
celebrations. Each winter, citizens gather for the Thunder Festival and honor the Turtle Sage—the guardian spirit of the islands—with three days of drumming, dancing, and prayer.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
road, or a situation the characters are asked to resolve. You decide the scope of the decision the characters must make. You can ask them to make a simple choice (“Do you want to take the path along
small dungeon or an encounter (which might involve multiple ability checks or even combat). Let the character of the player who flipped the card be the focus of the day’s events and make any required
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
can also restore your use of it by expending one use of your Rage (no action required). Primal Guardian Medium (Large if Land or Sea) Beast, Neutral
AC 12 plus your Constitution modifier
HP 6 plus
: Primal Companion You magically summon a primal spirit that adopts the form of a beast and accompanies you on your adventures. Choose its stat block: Primal Guardian or Primal Striker. In addition
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->Eberron: Rising from the Last War
rules and Urban Chase Complications table in chapter 8 of the Dungeon Master’s Guide to resolve the scene. The chase ends when the characters catch up to Coal or after three rounds, when a Daask hit
alley. If the characters rush to help her, they find the warforged unconscious on the ground, but stable, surrounded by the Daask criminals. If the characters resolve the chase by catching up to Coal
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->Eberron: Rising from the Last War
rules and Urban Chase Complications table in chapter 8 of the Dungeon Master’s Guide to resolve the scene. The chase ends when the characters catch up to Coal or after three rounds, when a Daask hit
alley. If the characters rush to help her, they find the warforged unconscious on the ground, but stable, surrounded by the Daask criminals. If the characters resolve the chase by catching up to Coal
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
3 Protection from Evil and Good, Shield of Faith 5 Aid, Zone of Truth 9 Beacon of Hope, Dispel Magic 13 Freedom of Movement, Guardian of Faith 17 Commune, Flame Strike Level 3: Sacred Weapon When
also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon. Level 7: Aura
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
3 Protection from Evil and Good, Shield of Faith 5 Aid, Zone of Truth 9 Beacon of Hope, Dispel Magic 13 Freedom of Movement, Guardian of Faith 17 Commune, Flame Strike Level 3: Sacred Weapon When
also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon. Level 7: Aura
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
spectators can’t decide which of them should guard the meteorite, and they are anxious for someone to help resolve their dispute. The gazers were drawn to the cavern by the spectators’ argument but lack the
the ogre drop the meteorite on the floor. Greelob arrived first, followed by Orlob and the gazers. The spectators want the characters to choose a guardian for the meteorite, but simply making a
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
infests their bodies with all manner of plagues, these heralds of decay lumber forward with unholy toughness and grim resolve.
These Paladins share the following tenets:
Spread plague to foster
Bonus Action, you gain the benefits below for 10 minutes, or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
having been looted long ago. However, the area’s unwitting guardian remains. Ilda is a neutral good ghost who was once one of Diderius’s apprentices. She worshiped her master, but was mistakenly banished
exceedingly dangerous. Using the divination pool required a personal sacrifice, but over time, the pool’s demands grew steeper. If others have been using the pool since Diderius died, as Ilda suspects the yuan-ti do, its current price must be vile indeed.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
animated to serve as an undead guardian. 33a. Tomb of the Ghohlbrorn This chamber has a flat, 30-foot-high ceiling and 10-foot-high tunnels exiting it to the west, south, and east. Statues. Alcoves to
fighting a bulette in a gem-encrusted cavern.
Any character who has the Stonecunning trait notices the breakaway section of floor immediately (no check required). Others who search the floor for traps
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
spectators can’t decide which of them should guard the meteorite, and they are anxious for someone to help resolve their dispute. The gazers were drawn to the cavern by the spectators’ argument but lack the
the ogre drop the meteorite on the floor. Greelob arrived first, followed by Orlob and the gazers. The spectators want the characters to choose a guardian for the meteorite, but simply making a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Setessa’s Surroundings Beyond the city’s encircling trees, the territory of Setessa extends to cover about a third of the Nessian Wood and a wide swath of the open chaparral. In contrast to Meletis
the road from Meletis known as the Guardian Way, the ruins of a round tower lie beside a rushing stream. This marks the greatest extent of ancient Setessa’s reach. A site of rich natural beauty, with
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Setessa’s Surroundings Beyond the city’s encircling trees, the territory of Setessa extends to cover about a third of the Nessian Wood and a wide swath of the open chaparral. In contrast to Meletis
the road from Meletis known as the Guardian Way, the ruins of a round tower lie beside a rushing stream. This marks the greatest extent of ancient Setessa’s reach. A site of rich natural beauty, with
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
having been looted long ago. However, the area’s unwitting guardian remains. Ilda is a neutral good ghost who was once one of Diderius’s apprentices. She worshiped her master, but was mistakenly banished
exceedingly dangerous. Using the divination pool required a personal sacrifice, but over time, the pool’s demands grew steeper. If others have been using the pool since Diderius died, as Ilda suspects the yuan-ti do, its current price must be vile indeed.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
animated to serve as an undead guardian. 33a. Tomb of the Ghohlbrorn This chamber has a flat, 30-foot-high ceiling and 10-foot-high tunnels exiting it to the west, south, and east. Statues. Alcoves to
fighting a bulette in a gem-encrusted cavern.
Any character who has the Stonecunning trait notices the breakaway section of floor immediately (no check required). Others who search the floor for traps
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, and unyielding resolve. They are deliberate and slow to act, careful to consider their plans and gather their strength before beginning any new enterprise. Once earth cultists resolve to act, they
of entertainment through the years. The Urnrayle estate became known as a place of outrageous masquerades, bizarre banquets, and grotesque orgies. Marlos required his guests to don ugly or monstrous
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, and unyielding resolve. They are deliberate and slow to act, careful to consider their plans and gather their strength before beginning any new enterprise. Once earth cultists resolve to act, they
of entertainment through the years. The Urnrayle estate became known as a place of outrageous masquerades, bizarre banquets, and grotesque orgies. Marlos required his guests to don ugly or monstrous
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
.
These Paladins share the following tenets:
Reveal heresy and destroy those who practice it. Show unwavering conviction and unflinching resolve. Perform any sacrifice necessary to stop wickedness
can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required). You gain the following benefits. Blinding Glory. Enemies that
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, that change signaled a major shift in the devils’ tactics. Zariel’s fiery temperament and reckless maneuvering stand in stark contrast to Bel’s approach, which relied on his expertise in logistics and
a defeat that leads to her removal. For now, though, the devils are fighting with a berserker fury under her charge. Zariel leads their offensives herself, and her unyielding resolve coupled with the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
them. Circle of the Shepherd Features Druid Level Feature 2nd Speech of the Woods, Spirit Totem 6th Mighty Summoner 10th Guardian Spirit 14th Faithful Summons Speech of the Woods At 2nd level
it has. The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage. Guardian Spirit Beginning at 10th level, your
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
them. Circle of the Shepherd Features Druid Level Feature 2nd Speech of the Woods, Spirit Totem 6th Mighty Summoner 10th Guardian Spirit 14th Faithful Summons Speech of the Woods At 2nd level
it has. The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage. Guardian Spirit Beginning at 10th level, your