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                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    .
Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.
Change Appearance. You alter your appearance. You decide
                                                
                                            
                                                
                                                     spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.
Natural Weapons. You grow claws (Slashing), fangs (Piercing
                                                
                                            
                                        
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your
                                                
                                            
                                                
                                                     creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                     Disguise. You have proficiency with a Disguise Kit. If you already have proficiency in it, you gain Expertise in it. If you spend 10 minutes donning a Costume, you decide what you look like
                                                
                                            
                                                
                                                     quadrupedal, for instance.
Master Calligrapher. You have proficiency with a Forgery Kit. If you already have proficiency in it, you gain Expertise in it. You aren’t limited to 10 or fewer words when
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     determines the properties of your inheritance and how they figure into the item’s history and importance. For instance, the object might be a minor magic item, or one that begins with a modest
                                                
                                            
                                                
                                                     your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     when the current fight is over, or subsequent waves will move through it freely. Alternatively, you might decide that a door is too damaged to be repaired. Wave 1 Six drowned blades rush to assault
                                                
                                            
                                                
                                                     drowned blades and two drowned ascetics assault the hermitage. The drowned blades arrive at the door that leads into area 11 and attempt to enter. The drowned ascetics enter through any previously opened
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     desire, and you can make decisions in any order you want. For instance, you might not want these tables to help you decide who your parents and siblings are, because that’s among the information
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    . You can equip monsters with additional gear and trinkets however you like, and you decide how much of a monster's equipment is recoverable after the creature is slain and whether any of that
                                                
                                            
                                                
                                                     equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance. If a spellcasting monster needs material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    . You can equip monsters with additional gear and trinkets however you like, using the equipment chapter of the Player’s Handbook for inspiration, and you decide how much of a monster’s equipment is
                                                
                                            
                                                
                                                     recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance. If a spellcasting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     negotiate for his release if the characters capture him. He suggests that it would be most unwise to oppose a duke of Baldur’s Gate without leverage. If the characters decide to attack Vanthampur Villa
                                                
                                            
                                                
                                                    -level characters). Four fists of Bane, three night blades, and two necromites of Myrkul try to capture one or more city residents, in the hopes of torturing or ransoming them.
 Murder Squad (for 4th
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    How and When to Use the Tables If you’re comfortable with letting the dice decide a certain fact about your character, go ahead and roll. If not, you can take charge and make the decision, choosing
                                                
                                            
                                                
                                                    , they don’t occupy a specific place in that process. You can use some of them early on — for instance, it’s possible to determine your parents and other family members immediately after deciding your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened
                                                
                                            
                                                
                                                     expertise. Armor, Weapon, and Tool Proficiencies Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     determine a name. Even though names are associated with races in this appendix, a character might not have a name from their own race. For instance, a half-orc might have grown up among dwarves and
                                                
                                            
                                                
                                                     have a dwarven name. Or, as DM, you might decide that dragonborn in your campaign have a culture reminiscent of ancient Rome and therefore use Roman names, rather than the dragonborn names suggested here.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight
                                                
                                            
                                                
                                                    . You can’t appear as a creature of a different size, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. For the duration, you can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed. Change Appearance. You alter your appearance. You decide what you look like, including your height, weight
                                                
                                            
                                                
                                                    . You can’t appear as a creature of a different size, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. For the duration, you can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                     on your attack roll, you could spend a luck point, roll a third d20, and then decide which of the three dice to use. You still have advantage or disadvantage, since the feat doesn’t say it negates it
                                                
                                            
                                                
                                                    , but you get to pick the die. The upshot of this fact is that a rogue, for instance, who has disadvantage on an attack roll couldn’t use Sneak Attack even if the rogue uses the Lucky feat to pick the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    . You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any
                                                
                                            
                                                
                                                    ; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item’s history and importance. For instance, the object might be a minor magic
                                                
                                            
                                                
                                                     conditions are met. When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     can be different for each group. For more narrative adventures, try to focus on simple but flexible encounters or events. For instance, an adventure requires the characters to protect a high priest of
                                                
                                            
                                                
                                                     working with the temple’s enemies, add a layer of tension. Consider leaving some details or plot points for the DM to decide. For example, the DM might have the option to pick which member of the temple guards is the traitor, ensuring that the scenario is different for each group.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    . You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any
                                                
                                            
                                                
                                                    ; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     can provide unexpected help. For instance, if the characters lack vital information needed for a heist, their handler might share a recent discovery. If the characters need special equipment, their
                                                
                                            
                                                
                                                     handler might be able to obtain it for them, provided the equipment is readily available and not too expensive. If you decide to use the Golden Vault as the characters’ patron organization, work with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
                                                    
                                                
                                            
                                                     many minions join a group attack. For instance, if five minions surround a target, the GM may decide to have all five attack at once to speed up combat, or may break up the attacks among smaller groups
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     circumstances. You usually acquire Advantage or Disadvantage through the use of special abilities and actions. The DM can also decide that circumstances grant Advantage or impose Disadvantage. Roll Two D20s
                                                
                                            
                                                
                                                     to reroll any die immediately after rolling it, and you must use the new roll.
 Only One at a Time. You can never have more than one instance of Heroic Inspiration. If something gives you Heroic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Your Turn On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed--sometimes called your walking speed--is
                                                
                                            
                                                
                                                    . The Movement and Position section gives the rules for your move. You can forgo moving, taking an action, or doing anything at all on your turn. If you can't decide what to do on your turn, consider
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Your Turn On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed — sometimes called your walking speed — is
                                                
                                            
                                                
                                                     can’t decide what to do on your turn, consider taking the Dodge or Ready action, as described in "Actions in Combat." Bonus Actions Various class features, spells, and other abilities let you take an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     DM can also decide that circumstances grant Advantage or impose Disadvantage. Roll Two D20s When a roll has either Advantage or Disadvantage, roll a second d20 when you make the roll. Use the higher
                                                
                                            
                                                
                                                     never have more than one instance of Heroic Inspiration. If something gives you Heroic Inspiration and you already have it, you can give it to a player character in your group who lacks it.
 Gaining
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
                                                    
                                                
                                            
                                                     particular neighborhood. The Harborhands, for instance, can be found across the Lower City wherever a neighborhood touches the water, but would rarely try to flex its claim outside of the actual docks
                                                
                                            
                                                
                                                     captain) and 2d6 operatives (bandits)   Table F: Lower City Threats  d10 Threat   1 1d4 swarms of rats 2 1d4 invisible imps 3 Dead Three squad (4 fists of Bane, 3 night blades, and 2 necromites of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     same from round to round. Ties. If a tie occurs, the DM decides the order among tied monsters, and the players decide the order among tied characters. The DM decides the order if the tie is between a
                                                
                                            
                                                
                                                     monster and a player character. Your Turn On your turn, you can move a distance up to your Speed and take one action. You decide whether to move first or take your action first. The main actions you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     same from round to round. Ties. If a tie occurs, the DM decides the order among tied monsters, and the players decide the order among tied characters. The DM decides the order if the tie is between a
                                                
                                            
                                                
                                                     monster and a player character. Your Turn On your turn, you can move a distance up to your Speed and take one action. You decide whether to move first or take your action first. The main actions you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     for each instance of damage. For example, an attack might deal 4 (1d4 + 2) damage on a hit. You decide whether to use the number or the die expression in parentheses; don’t use both. Multiattack Some
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     instance of damage. For example, an attack might deal 4 (1d4 + 2) damage on a hit. You decide whether to use the number or the die expression in parentheses; don’t use both. Multiattack Some
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                     instance, a character trying to inspire others to work harder without fear of the storm could make a DC 15 Charisma (Persuasion) check. After each character has had a chance to make an ability check, the
                                                
                                            
                                                
                                                     kill the crew. Instead of having each sailor act individually, on each turn assume that they move the ship its speed and aim, load, and fire its siege weapons. Allow the characters to decide how
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     level ranges: 1–4, 5–10, 11–16, and 17–20. The level you choose for a trap gives you a starting point for determining its potency. To further delineate the trap’s strength, decide whether it is a
                                                
                                            
                                                
                                                     case, pick two spells, or combine the effects of a spell cast using a 9th-level and a 5th-level slot. For instance, a fireball spell of this sort would deal 24d6 fire damage on a failed saving throw
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
                                                    
                                                
                                            
                                                     Smith’s Coster, which maintains a fleet of trading vessels and several warship escorts. The company specializes in trafficking weapons—for instance, providing iron blades to a community that lacks smithing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     much food (in pounds) the character finds per day of the journey stage, then repeat the roll for water (in gallons). Do Players Need to Track Rations?
 You might decide that tracking Rations is
                                                
                                            
                                                
                                                     course. You decide what this looks like: they might follow the wrong branch of a river, orient themselves to the wrong mountain peak on the horizon, or get turned around in the forest. As a baseline
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     extremes outlined above (automatic detection of a direct approach or no detection of a silent and dark approach from the seaward side), you must judge the circumstances, decide on the probability of
                                                
                                            
                                                
                                                     a direct approach, they can try to bluff their way aboard once they have been detected. For instance, they might say they are new recruits to the smuggling gang, unaccustomed to the codes and thus
                                                
                                            
                                        






