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Returning 35 results for 'cover wanted rules'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
he's tight with Levistus. He rules the roost by sheer force of personality, though it chafes him that Hethyl Arkorran has more respect and influence within the cult. Kadroth doesn't involve Avarice
in cult affairs because he fears her spellcasting ability and her connection to the Arcane Brotherhood. She could take over the cult anytime she wanted, and Kadroth doesn't want to give her any reason
Magic Items
Mythic Odysseys of Theros
the creatures pulling them work like controlled mounts, as described in the mounted combat rules in the Player’s Handbook, but with the following differences:
Mounting or dismounting a chariot
costs you 5 feet of movement, rather than a number of feet equal to half your speed.
Being mounted on a chariot grants you half cover.
A chariot’s speed is equal to the speed of the slowest
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Teleport.
Assault (Costs 2 Actions). Titivilus makes one Silver Sword attack, or he uses Frightful Word.Dispater, the gloomy Lord of Dis, rules from his iron palace, seeming to hide behind its
to get what he wanted. Charming and pleasant, he is a master at negotiation, able to twist words so as to leave his victims confused and believing he’s on their side. Through these skills
Monsters
Icewind Dale: Rime of the Frostmaiden
challenge, even when the odds are clearly stacked against her. Seeing other wizards as a threat, paranoia rules her life.
Avarice has been a member of the Arcane Brotherhood for almost two years. She
the Monster Manual but is a fiend instead of a beast.
Spellbook. Avarice’s spellbook has white leather covers and vellum pages. The tiefling’s personal sigil is burned into the front cover
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dungeon Master’s Guide.Orcus’s Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the
of Death. This creature emanates a deathly aura that extends 30 feet in every direction from its space while it isn’t incapacitated. The aura is blocked by total cover. While in the aura, the
Backgrounds
Baldur’s Gate: Descent into Avernus
underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One
ranks hoping to find out what happened to them.
7
You’ve always wanted to be a member of the Guild. As a child, you looked up to the Guild members’ swagger, their flashy dress, and
races
Mordenkainen Presents: Monsters of the Multiverse
taper to sharp talons. Feathers cover their bodies—usually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles.
Creating Your Character
At 1st level, you 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
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Ten Rules to Remember 1. The DM Adjudicates the Rules The rules of D&D cover many of the twists and turns that come up in play, but the possibilities are so vast that the rules can’t cover
everything. When you encounter something that the rules don’t cover or if you’re unsure how to interpret a rule, the DM decides how to proceed, aiming for a course that brings the most enjoyment to your whole
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Ten Rules to Remember 1. The DM Adjudicates the Rules The rules of D&D cover many of the twists and turns that come up in play, but the possibilities are so vast that the rules can’t cover
everything. When you encounter something that the rules don’t cover or if you’re unsure how to interpret a rule, the DM decides how to proceed, aiming for a course that brings the most enjoyment to your whole
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Power of Secrets The characters can learn two secrets in this chapter that are applicable to the rules in “The Power of Secrets” section in this book’s introduction: Marian’s Secret. Marian Xavere
this chapter for more information. Rerak’s Secret. The false lich resents his imprisonment in the Tomb of Wayward Souls and never wanted to enact Acererak’s will. Rerak is the guardian of the rod piece the characters seek and waits in area T26 of the complex.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Power of Secrets The characters can learn two secrets in this chapter that are applicable to the rules in “The Power of Secrets” section in this book’s introduction: Marian’s Secret. Marian Xavere
this chapter for more information. Rerak’s Secret. The false lich resents his imprisonment in the Tomb of Wayward Souls and never wanted to enact Acererak’s will. Rerak is the guardian of the rod piece the characters seek and waits in area T26 of the complex.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The Environment By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways
in which adventurers interact with the environment in such places. The Dungeon Master’s Guide has rules covering more unusual situations.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The Environment By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways
in which adventurers interact with the environment in such places. The Dungeon Master’s Guide has rules covering more unusual situations.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
three-quarters cover against attacks from the other side (see “Cover” in the Basic Rules). Dusty old furnishings such as simple wooden chairs and tables remain in most intact buildings. Trees and Brush
terrain (see “Difficult Terrain” in the Basic Rules). Intact buildings are rundown, ramshackle stone cottages that are otherwise still standing. Their wooden doors are swollen and require a successful
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
three-quarters cover against attacks from the other side (see “Cover” in the Basic Rules). Dusty old furnishings such as simple wooden chairs and tables remain in most intact buildings. Trees and Brush
terrain (see “Difficult Terrain” in the Basic Rules). Intact buildings are rundown, ramshackle stone cottages that are otherwise still standing. Their wooden doors are swollen and require a successful
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
The Environment By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
The Environment By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
.) However, if the characters make a lot of noise here—for example, loudly arguing about what to do next, setting up a camp, cutting down brush, and so on—the goblins in area 2 notice and attack them through the thicket, which provides the goblins with half cover (see the Basic Rules for rules on cover).
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
difficult terrain, but they aren’t dangerous—just annoying. They provide half cover to creatures behind them. (See “Difficult Terrain” and “Cover” in the Basic Rules for more information.)
contested by the goblins’ passive Wisdom (Perception) score to avoid being surprised. See the Basic Rules for more information on ability check contests. Thickets. The thickets around the clearing are
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
: Cone
Cube
Cylinder
Emanation
Line
Sphere
An area of effect has a point of origin, a location from which the effect’s energy erupts. The rules for each shape specify how to position its
obstruction must provide Total Cover. See also “Cover.” If the creator of an area of effect places it at an unseen point and an obstruction—such as a wall—is between the creator and that point, the point of origin comes into being on the near side of the obstruction.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
.) However, if the characters make a lot of noise here—for example, loudly arguing about what to do next, setting up a camp, cutting down brush, and so on—the goblins in area 2 notice and attack them through the thicket, which provides the goblins with half cover (see the Basic Rules for rules on cover).
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
difficult terrain, but they aren’t dangerous—just annoying. They provide half cover to creatures behind them. (See “Difficult Terrain” and “Cover” in the Basic Rules for more information.)
contested by the goblins’ passive Wisdom (Perception) score to avoid being surprised. See the Basic Rules for more information on ability check contests. Thickets. The thickets around the clearing are
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
: Cone
Cube
Cylinder
Emanation
Line
Sphere
An area of effect has a point of origin, a location from which the effect’s energy erupts. The rules for each shape specify how to position its
obstruction must provide Total Cover. See also “Cover.” If the creator of an area of effect places it at an unseen point and an obstruction—such as a wall—is between the creator and that point, the point of origin comes into being on the near side of the obstruction.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
: Cone
Cube
Cylinder
Emanation
Line
Sphere
An area of effect has a point of origin, a location from which the effect’s energy erupts. The rules for each shape specify how to position its
obstruction must provide Total Cover. See also “Cover.” If the creator of an area of effect places it at an unseen point and an obstruction—such as a wall—is between the creator and that point, the point of origin comes into being on the near side of the obstruction.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
: Cone
Cube
Cylinder
Emanation
Line
Sphere
An area of effect has a point of origin, a location from which the effect’s energy erupts. The rules for each shape specify how to position its
obstruction must provide Total Cover. See also “Cover.” If the creator of an area of effect places it at an unseen point and an obstruction—such as a wall—is between the creator and that point, the point of origin comes into being on the near side of the obstruction.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
vehicle rules don’t cover, fall back on the core rules. For example, if a character wants to leap from one moving vehicle to another, determine whether the character succeeds or not with a Strength
patrols. The rules for infernal war machines in appendix B are meant to help you adjudicate situations that arise during encounters, but combat involving infernal war machines works best with “theater
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
vehicle rules don’t cover, fall back on the core rules. For example, if a character wants to leap from one moving vehicle to another, determine whether the character succeeds or not with a Strength
patrols. The rules for infernal war machines in appendix B are meant to help you adjudicate situations that arise during encounters, but combat involving infernal war machines works best with “theater
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
on large vinyl mats. Most virtual tabletops for online play simulate miniatures and grids in a digital environment. The following sections expand on the rules in the Player’s Handbook for depicting
the table, that’s fine, but treat the monster as its official size for all rules. For example, you might use a miniature that has a Large base to represent a Huge giant. That giant takes up less
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
on large vinyl mats. Most virtual tabletops for online play simulate miniatures and grids in a digital environment. The following sections expand on the rules in the Player’s Handbook for depicting
the table, that’s fine, but treat the monster as its official size for all rules. For example, you might use a miniature that has a Large base to represent a Huge giant. That giant takes up less
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Credits Lead Designer: Justice Ramin Arman
Designer: Dan Dillon
Rules Developer: Ron Lundeen
Art Director: Fury Galluzzi
Lead Editor: Judy Bauer
Editor: Hannah Rose
Graphic Designer
: Paolo Vacala
Cover Illustrator: Jodie Muir
Cartographer: Mike Schley
Interior Illustrators: Stephen Andrade, Mark Behm, Zoltan Boros, Adrián Ibarra Lugo, Arash Radkia
Premade Character
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Credits Lead Designer: Justice Ramin Arman
Designer: Dan Dillon
Rules Developer: Ron Lundeen
Art Director: Fury Galluzzi
Lead Editor: Judy Bauer
Editor: Hannah Rose
Graphic Designer
: Paolo Vacala
Cover Illustrator: Jodie Muir
Cartographer: Mike Schley
Interior Illustrators: Stephen Andrade, Mark Behm, Zoltan Boros, Adrián Ibarra Lugo, Arash Radkia
Premade Character
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
rest of Cyre. After the Mourning, no one wanted to challenge the Valenar’s claim to the land they had taken; in the interests of peace, the Treaty of Thronehold recognized the new elf kingdom of Valenar
rank. Once citizens of Cyre, now they’re citizens of Valenar. Little has changed for the commoners, most of whom don’t care who wears the crown. The harsh sands of the Blade Desert cover northern
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. “Mayastan Sadaar, one of our finest sages, had been studying a particular tome, held in the vaults.” So saying, A’lai gestures to a book on a cluttered desk whose cover appears to be of made
bothered by something she had read in The Canopic Being, and saying that she wanted to continue her research with the help of the oracle of the House of the All-Seeing Orb in Tashalar, east of Chult
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
rest of Cyre. After the Mourning, no one wanted to challenge the Valenar’s claim to the land they had taken; in the interests of peace, the Treaty of Thronehold recognized the new elf kingdom of Valenar
rank. Once citizens of Cyre, now they’re citizens of Valenar. Little has changed for the commoners, most of whom don’t care who wears the crown. The harsh sands of the Blade Desert cover northern
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. “Mayastan Sadaar, one of our finest sages, had been studying a particular tome, held in the vaults.” So saying, A’lai gestures to a book on a cluttered desk whose cover appears to be of made
bothered by something she had read in The Canopic Being, and saying that she wanted to continue her research with the help of the oracle of the House of the All-Seeing Orb in Tashalar, east of Chult