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Returning 35 results for 'cross with rules'.
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Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Basic Rules), and sags so that its midpoint is only 15 feet above the water. A creature that falls or jumps from the bridge takes no damage if it lands in the water, which is 5 feet deep in the area
below the bridge. The bridge has AC 11, 30 hit points, and immunity to poison and psychic damage. The barrel crab contraptions in area G6 are too clumsy to cross the bridge without getting tangled in its ropes.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
2. Goblin Blind When the characters cross to the east side of the stream, they can see around the screening thickets to area 2. This is a goblin guard post, though the goblins here are bored and
contested by the goblinsâ 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->Dungeon Masterâs Guide
âKnow Your Playersâ in chapter 2), but it can cross a line into being exploitative, interfering with everyone elseâs fun. Setting clear expectations is essential when dealing with this kind of rules
(with their input), arbitrate the rules, and settle arguments. And when youâre narrating the action of the game, the players should be paying attention. Player Die Rolling Players should roll their dice
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Gareth): I examine the gargoyles. I have a feeling theyâre not just statues!
Maeve (as Mirabella): I want to see how sturdy the drawbridge is. Do I think we can cross it, or is it going to collapse
interaction, exploration, and combat. Rules Glossary
If you read a rules term in this book and want to know its definition, consult the rules glossary, which is appendix C. This chapter provides an
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Some players enjoy poring over the D&D rules and looking for optimal combinations. This kind of optimizing is part of the game, but it can cross a line into being exploitative, interfering with
(with their input), arbitrate the rules, and settle arguments. And when youâre narrating the action of the game, the players should be paying attention. Player Die Rolling Players should roll their dice
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
rules and the adventure youâve prepared. So how do you decide? Think through these possibilities: No Rules Required. Sometimes, resolving a situation is easy. If an adventurer wants to cross an empty
information the players need to make choices comes from you. Within the rules of the game and the limits of the charactersâ knowledge and senses, tell players everything they need to know. Published adventures
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
prepared. So how do you decide? Think through these possibilities: No Rules Required. Sometimes, resolving a situation is easy. If an adventurer wants to cross an empty room and open a door, you can
the DM, you decide how much to tell the players and when. All the information the players need to make choices comes from you. Within the rules of the game and the limits of the charactersâ knowledge
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
, you can move a distance equal to your Speed or less. Or you can decide not to move. Your movement can include climbing, crawling, jumping, and swimming (each explained in the rules glossary). These
the rules glossary for more about Speed as well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed. Difficult Terrain Combatants are often slowed down by Difficult Terrain. Low
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
explained in the Rules Glossary). These different modes of movement can be combined with your regular movement, or they can constitute your entire move. However youâre moving with your Speed, you deduct
noted in the monsterâs stat block. See the Rules Glossary for more about Speed as well as about special speeds, such as a Climb Speed, Fly Speed, or Swim Speed. Difficult Terrain Combatants are often
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
1 step (see âTracking Moodâ earlier in the chapter). If anyone breaks the rules, the mood lowers by 1 step. Snails and Pixies Each of the eight giant snails (see appendix C) is assigned a crew of
Majesty Black The giant snail race is one of the carnivalâs most popular attractions. Snail Racing Rules Every snail needs a jockey, and any saddles not filled by characters are filled by other
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
stairs that circle upward around the outer wall, you must cross 10 feet of indescribable muck. The pit is home to an otyugh that consumes much of the castleâs garbage. When characters arrive, it is sitting
turn after a number of rounds equal to the characterâs Constitution modifier unless the character breaks free from the otyughâs grasp before then. See the suffocating rules in the Playerâs Handbook.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
stairs that circle upward around the outer wall, you must cross 10 feet of indescribable muck.
The pit is home to an otyugh that consumes much of the castleâs garbage. When characters arrive, it is
her turn after a number of rounds equal to the characterâs Constitution modifier unless the character breaks free from the otyughâs grasp before then. See the suffocation rules in the Playerâs Handbook.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
miniatures or other tokens, follow these rules.
Squares. Each square on the grid represents 5 feet.
Speed. Rather than moving foot by foot, move square by square on the grid. This means you use your speed
enter a square of difficult terrain.
Corners. Diagonal movement canât 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->Dungeon Masterâs Guide
each ability is used for. (Constitution checks are rare, as tests of a characterâs endurance are usually passive or reactive, making a saving throw more appropriate.) Proficiency When the rules or a
involved.â Sometimes the rules allow for any one of two or more proficiencies to apply to a check. When deciding what check a character should make, be generous in determining if the characterâs
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
allow you to direct the campaign, arbitrate the rules, and settle arguments. When you are talking, the players are listening. The players will respect one another, listen to one another, support one
, rules lawyering, distracting use of cell phones, and generally disrespectful behavior. The discussion of limits is important because DMs and players can have phobias or triggers that others might not
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
real-world history, and character creation rules presuppose no standard bar for heroics. Encourage Space A typical D&D session is longer than a typical horror movie, and it can be hard to sustain the
investment into their characters. Donât impose rules on characters that might make players not want to play them anymore. For example, characters might gain any of the lineages and Dark Gifts from
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
. Barthenâs doesnât stock weapons or armor, but characters can purchase other adventuring gear here, with the exception of items that cost more than 25 gp. (For prices, see the Basic Rules.) Characters in need
a sharp-tongued human woman of thirty-five named Linene Graywind. Linene keeps a supply of armor and weapons, all of which are for sale to interested buyers. (For prices, see the Basic Rules.) Linene
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Knights of the Black Sword The Knights of the Black Sword are a secret society of cultists devoted to Levistus, the archdevil who rules Stygia, the sixth layer of the Nine Hells, from the confines of
Levistus, who speaks to them infrequently using a powerful form of cross-planar telepathy. Levistus has recently called upon them to help another of their masterâs disciplesâan albino tiefling wizard
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Pixie Kingdom A copse of oak trees shelters a miniaturized fairground. At its heart, a hamster runs inside a tiny Ferris wheel, encircled by minuscule wagons and candy stalls. A pixie sits cross
chapter 3 (see area L5). Each character who plays the game makes a Wisdom (Stealth) check to hide (see the Playerâs Handbook for rules on skills with different abilities). Starbug finds the character
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
GRID
If you play out a combat using a square grid and miniatures or other tokens, follow these rules.
Squares. Each square on the grid represents 5 feet.
Speed. Rather than moving foot by foot
example, you must have at least 2 squares of movement left to enter a square of difficult terrain.
Corners. Diagonal movement canât cross the corner of a wall, large tree, or other terrain feature
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
IâCath, Darklord Tsien Chiang rules a golden vision of the cityâa place of ultimate beauty and efficiency where all things move according to her design. For her, it is near perfection. For her people
of the way of their work, but prey upon any waking souls who cross their paths. Any whom the Mists carry to IâCath or who wake from Tsien Chiangâs dream find themselves in a gray, haunted, ever
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
fence. When using the syndicateâs fences, you run no risk of a double-cross or other mishap in finding a buyer, but the syndicate takes 20 percent of the sale price as a finderâs fee. Safe Houses. The
contact in the syndicate has betrayed it, but they have enough clout and leverage that you donât dare cross themâyet. 6 Criminal Royalty. Unknown to most, your contact is a member of local nobility or
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of difficult terrain. 5 Make a DC 10 Constitution saving throw. On a failed save, you are blinded by
saving throw to avoid it. On a failed save, you are caught in a net and restrained. See chapter 5 of the Playerâs Handbook for rules on escaping a net. 8 You are caught in a stampede of spooked animals
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the advancing fire giants. The orogs spread through town, attacking civilians who cross their path and drawing attention away from the fire giants. The orcs ride their axe beaks into town after the
initial volley of boulders. Their job is to distract the townâs defenders and engage enemy archers in melee combat. The axe beaks act on the orcsâ initiative count. Rules for mounted combat can be found
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
to cross the Strait of Alaron and land on Gwynneth, if they pledge to aid the cause. Korinn Archipelago The Korinn Archipelago is dozens of rocky, rainy, and windswept islands populated mostly by
of Alaron, is a possession of Amn, where Lady Erliza rules from Caer Westphal. She is the second of her name, noted for her striking resemblance to her great-grandmother, the first Amnian ruler of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Terrain Encounters The Underdark contains dangerous hazards and wondrous terrain. Special terrain rules are explained after the table. d20 Encounter 1 Boneyard 2 Cliff and ladder 3 Crystal
around it. Their travel pace for the day is slowed by half unless they come up with a plan to cross the gorge quickly. High Ledge The characters must walk along an 18-inch-wide ledge that skirts a ravine
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
characters toward area G6 if he believes them to be cultists and also reminds them of the pass phrase to cross the stone bridge (area G9) safely: âWe walk in the shadow of OgrĂ©moch!â If the characters refuse
they open their eyes and move. To cross the bridge without rousing the galeb duhrs, someone among the passersby must speak the cultâs pass phrase: âWe walk in the shadow of OgrĂ©moch!â Otherwise, the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
gantries and the rail cart trestles. Great chains span the rift in two places, allowing ore to be hoisted across in buckets. Thereâs no danger of falling if characters cross the magma on one of the
two rail cart trestles. A successful DC 10 Strength (Athletics) check is needed to cross hand-over-hand along one of the chain conveyors. On a failed check, the character falls into the magma. A
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
of reciprocity dictates that guests repay her kindness (see âRules of Conductâ earlier in the chapter). If the characters arenât sure what to give her, Tsu says, âAny old trinket will do.â If the
cross the swamp, they encounter a field of marsh gas bubbles and must make a DC 10 Wisdom (Survival) group check. If the group check is successful, the characters avoid popping any of the bubbles as
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
of the charactersâ reaction to this revelation, learning it counts as a secret for the purposes of the Power of Secrets rules. At your discretion, if the characters help Naxa return to her sister and
disadvantage and faces impending loss. The Cliffside Redoubt. The cliffside redoubt is shown in cross-section on this model. The lower entrance, upper bunker, and central chamber are all visible. The lower
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
wasps dart from the woods, looking for a little fresh meat.
14 Four boars cross the path. The largest one has a gold necklace worth 50 gp wedged in its mouth, dangling from one tusk.
15 Two
well maintained. After a few hoursâ travel east, the adventurers come upon the following scene. Sitting cross-legged in the middle of the road is an odd-looking figure wearing not a stitch of clothing
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
ways to cross the gap. See the sidebar called âClever Solutionsâ for advice to help you determine whether these solutions work. The rhythm of the waves below echoes throughout this cramped tower. Part
over to the other column, and climb back up to the study.
Have a character use the misty step spell to cross the gap and explore alone. Remember, thereâs more than one way to proceed through an
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
casinoâs boats load and unload passengers at a pair of wooden docks. Two tiefling attendants (commoners) help patrons into and out of the boats. Patrons are expected to abide by the casinoâs rules
, which are posted on placards near the docks. The placards read as follows: RULES IN THE AFTERLIFE:
Stay out of the River Styx.
Donât cheat. (Cheaters never prosper.)
Donât accost or threaten other
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
). The three ability checks are as follows: A DC 15 Strength (Athletics) check to climb around gaps in the walkway. A DC 15 Dexterity (Acrobatics) check to cross wide gaps in the wooden walkways by
2nd level (3 slots): gust of wind, hold person, lesser restoration
3rd level (2 slots): call lightning, wind wall
The aarakocra of Kir Sabal lead ritualistic lives and follow strict rules of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
old comrade of Eliander. He is a stickler for the rules, and Eliander trusts him with his life. The jail in the cellar consists of two sections. A single large chamber holds drunks, brawling fishers
cambion and demigod who rules much of the distant north. Iuzâs realm does not produce enough food to feed all its citizens, so it relies on imports for the rest, and Saltmarsh is one of its major






