Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'decide instead are boat'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        device instead are book
                                    
                                
                                    
                                        decide instead are beast
                                    
                                
                                    
                                        decide instead are best
                                    
                                
                                    
                                        device instead are boat
                                    
                                
                                    
                                        decides instead are book
                                    
                                
                        
                    
                
                        
                                                     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
                                                
                                            
                                                
                                                    ), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     western end of the lake, waiting for the water prophet to decide the time is right to seize control of the river.
If a boat ventures into her half of the lake, Bronzefume surfaces to investigate. The
                                                
                                            
                                                
                                                     dragon turtle attacks only if she's sure those she meets are intruders, such as if she sees water cultists fighting the characters.
Bronzefume prefers to attack boats rather than people. Given a choice between attacking a character and damaging a boat that character is on, she opts for the boat. Fire
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell
                                                
                                            
                                                
                                                     its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     shunted into the nearest space he last occupied.
Legendary Resistance (2/Day). If Marlos fails a saving throw, he can choose to succeed instead.
Petrifying Gaze. When a creature that can see Marlos&rsquo
                                                
                                            
                                                
                                                    , a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see Marlos until the start of its next turn, when it can decide to avert its
                                                
                                            
                                        
                                                     Monsters
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     devil rolls a 20 on an attack roll with a claw, the target is decapitated. (At your option, the attack can instead deal an extra 6d8;{"diceNotation":"6d8","rollType":"damage","rollAction":"Shards of a
                                                
                                            
                                                
                                                     decide that the target is too large for its head to be cut off by the devil’s claws. If removed, the shards lose their magical powers.
Local Teleportation-Field Bracelets. Local teleportation
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     mimicking someone else’s handwriting.
Blending In. You can take the Hide action even when you are only Lightly Obscured by creatures that aren’t Hostile to you. If you do so, you can use your Charisma modifier instead of your Dexterity modifier for this check.
                                                
                                            
                                        
                                                    Animate Objects
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a
                                                
                                            
                                                
                                                     appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                     would enable him to achieve his dream. Yet the potential power of his creation terrified Damara so much that he dared not use the orb. Instead, the wizard entombed himself with the Artifact to seal it
                                                
                                            
                                                
                                                     DM’s control. The type of chromatic dragon depends on your alignment and personality and is left to the DM to decide. The transformation is permanent, but if the dragon is slain, its body
                                                
                                            
                                        
                                                    Firbolg
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    ’ presence is marked by an absence of animals and a strange quiet, as if the forest wishes to avoid attracting attention to itself. The faster travelers decide to move on, the better.
If these
                                                
                                            
                                                
                                                     adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                    Running This Chapter Once the characters decide to visit Seagrow Caves, they have two options for reaching the site: By Boat. Dragon’s Rest has a rowboat the characters can take around the western
                                                
                                            
                                                
                                                     little easier than rowing, even though it’s farther because the characters have to walk around the bays instead of rowing across them. The 7-mile trip takes only 2 hours and 20 minutes at a normal
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                     tie up the boat at the base of one of the pillars, they can instead climb to the area atop it (area D2, area D3, area D4, or area D5).
                                                
                                            
                                                
                                                    Approaching by Water If the characters row to the observatory, read this text instead: As you round the southeastern tip of the island, you can see crumbling ruins atop basalt columns just off the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                    Running This Chapter Once the characters decide to visit the Clifftop Observatory, they have three options for reaching the site: By Boat. Dragon’s Rest has a rowboat the characters can take around
                                                
                                            
                                                
                                                     rowing, and a quicker trip despite the characters having to walk around the eastern bay instead of rowing across it. The 6-mile trip takes only 2 hours at a normal walking pace. Overland. The
                                                
                                            
                                        
                                                    Initiative
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Rules
                                                    
                                                    
                                                
                                            
                                                     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.Sometimes a DM might have combatants use their
                                                
                                            
                                                
                                                     Initiative scores instead of rolling Initiative. Your Initiative score equals 10 plus your Dexterity modifier. If you have Advantage on Initiative rolls, increase your Initiative score by 5. If you have Disadvantage on those rolls, decrease that score by 5.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     characters and any reasonable amount of equipment. Navigation and propulsion of the craft is handled by two members of the town guard (guards), who pilot the boat but do not disembark when the
                                                
                                            
                                                
                                                     characters reach their destination. (If the characters experienced Danger at Dunwater, this boat is of the same sort as the one they used in that adventure.) Upon arriving near the stronghold, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     characters reach their destination, instead staying with the boat to keep it under their control and guard the party’s return trip. While they are at sea, as their boat approaches the promontory, the
                                                
                                            
                                                
                                                     with them. Navigation and propulsion of the craft is handled by two members of the town guard (guards), who are assigned by the council to sail or row the boat. The guards do not disembark when the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Last Stand With both Morley and Barrett sickened, Janore doesn’t know what to do. Aaron was supposed to check on the status of the boat kept in area 14, and since he failed to return Janore has been
                                                
                                            
                                                
                                                     the means of leaving the island immediately, or they can repair the hermitage’s boat with mending, the knowledge that the drowned ones mean to use Firewatch Island as a base from which to launch further
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Unsafe Waters The characters have the use of Grynsk’s two rowboats (see the “Rowboat Statistics” sidebar). The damaged one has 36 hit points instead of 50. Three sets of fishing tackle are stashed in
                                                
                                            
                                                
                                                     the center of each boat.  The lake is covered in ice floes, which make travel dangerous. As the characters row out from Bremen, their boats must steer around 1d4 + 1 ice floes. Any character who
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     are traveling in a boat or raft, their vessel takes 2d6 bludgeoning damage for each successful save; in other words, each rock that misses a character hits the boat or raft instead. Roll the damage
                                                
                                            
                                                
                                                     teeth 9 Tight passage 10 Whirlpool  Collision This terrain encounter occurs only if one or more party members are traveling by raft or boat, and there’s a strong current. Have everyone aboard the vessel
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    The Wreck If the characters decide to seek out the sunken Tammeraut, they must first find out where the rift is located. The charts in Archais’s journal give the exact location in nautical
                                                
                                            
                                                
                                                     south of Firewatch Island and can be rowed or sailed to in about half an hour. The bay is 300 feet deep above the Pit of Hatred, and characters won’t be able to anchor a boat there unless they brought
                                                
                                            
                                        
                                                    Yuan-ti Pureblood
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     the blood, as it once did.
Because their population is so small, the yuan-ti are aware they are vulnerable in open warfare. Instead, their current plans assume they will never rule outwardly in
                                                
                                            
                                                
                                                     many methods for capturing enemies, such as poisoning, knocking out an opponent instead of making a killing blow, throwing nets, using magic such as suggestion, or restraining them in the coils of a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    8. Temporary Hit Points Temporary hit points aren’t cumulative. If you have temporary hit points and receive more of them, you don’t add them together, unless a game feature says you can. Instead, you decide which temporary hit points to keep.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    New Management The Bargewright Inn depends on regular supply runs downriver by barge from Yartar, but its regular supply boat is overdue. The innkeeper, Nalaskur Thaelond, a Zhentarim operative, is
                                                
                                            
                                                
                                                     functions were rearranged to Chalaska’s benefit. This situation leaves Thaelond unwilling to appoint Muruin as his temporary replacement while he travels to Waterdeep. Instead, he prefers to frustrate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     adventurers approach, cloaking themselves in darkness as they unfurl and attack. A creature in a boat or on a raft that tries and fails to detach a darkmantle from itself or another creature must
                                                
                                            
                                                
                                                     their boat is abandoned so as to lure the adventurers on board before they attack. Roll a d20 and consult the Duergar Keelboat Cargo table to determine what, if anything, the duergar are transporting in
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment.
 For example, a hill giant typically wears hide
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    -mile wide at this point. A gatehouse and keep stand atop a low bluff, but the walls are built to the water’s edge. On the river bank, another low tower guards a boat basin where keelboats are moored
                                                
                                            
                                                
                                                     characters entered through the water gate (area K11), three Crushing Wave reavers (chapter 7) provide escort instead. The escort takes the party to the great hall (area K16), where Grimjaw interviews
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Uldrak’s Grave A fallen titan or a wimp with delusions of grandeur? I’ll leave that for you to decide. — The Cartographer When the characters arrive at this location, read or paraphrase the following
                                                
                                            
                                                
                                                     empyrean Uldrak quested into the Nine Hells to slay Tiamat and win glory for his deity, Surtur, but he was beaten handily by the dragon queen. The empyrean wasn’t slain; instead, Tiamat cursed him for his
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     for the citadel, read the following text instead: The imperial citadel looms large, its crystal spires reflecting the light of Xaryxis. It is here, in the heart of the Xaryxian Empire, that you will decide the fate of your world.
 Here ends chapter 10.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     edge of the castle yard leads down to the boat basin and landing. Carved into the bluff is a 20-foot-long staircase. Random Encounters. Characters lingering in the castle yard are likely to encounter
                                                
                                            
                                                
                                                     blocks the castle’s water gate (area K11). It only takes one person to operate the capstan, but lowering the chain to allow a boat to pass requires a character to use three actions cranking. Treasure
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     themselves to the wearer. However, you can decide that a magic item doesn’t adjust its size to fit any wearer. For example, a particular armorer might make items usable only by folk who are sized and
                                                
                                            
                                                
                                                     shaped like dwarves.
 Unusual Anatomy. Use your discretion to decide whether a creature can wear an item not made for its anatomy. A ring placed on a tentacle might work, but a yuan-ti with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     anticipate the spell. Using Initiative Scores You can get to the action of combat more quickly by using Initiative scores instead of rolling. You might decide to use Initiative scores just for
                                                
                                            
                                                
                                                    Rolling Initiative Combat starts when—and only when—you say it does. Some characters have abilities that trigger on an Initiative roll; you, not the players, decide if and when Initiative is rolled
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     magically adjust themselves to the wearer. However, you can decide that a magic item doesn’t adjust its size to fit any wearer. For example, a particular armorer might make items usable only by folk who are
                                                
                                            
                                                
                                                     sized and shaped like dwarves.
 Unusual Anatomy. Use your discretion to decide whether a creature can wear an item not made for its anatomy. A ring placed on a tentacle might work, but a yuan-ti with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     have seen the ship, row ashore and pick the characters up (say in the cave below the haunted house), that takes 15 or 20 minutes. The characters then board the fishing boat, which is rowed out toward the
                                                
                                            
                                                
                                                     ship. The journey to the ship takes 30 minutes (20 minutes with more than two rowing), but if the boat is to approach the Sea Ghost from the seaward side, another 5 minutes should be added. The ship
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    Setting the Tone A Morgrave campaign is a coming of age story in a fantasy world. In between delving into ruins and uncovering demonic schemes, the player characters need to decide what to do with
                                                
                                            
                                                
                                                     campaign isn’t driven by material wealth. Even when you go on expeditions, the University will lay claim to most of the treasures you find. Instead, the rewards of Morgrave adventures are measured in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    Choosing a Guild Chapter 2 describes the ten guilds of Ravnica in detail. How do you decide what guild you want your character to belong to? You can choose one of these approaches: Look at the
                                                
                                            
                                                
                                                     favorite guild, create a character from that guild. To reflect your character’s membership in a guild, you can choose the background included in the guild’s description instead of a background from the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     support Oargev and the dream of a restored Cyre, while others prefer to focus on the future instead of trying to reclaim the past. As a Cyran, you should decide whether you hold tight to your national identity, or instead consider yourself to be an expatriate without a nation.
                                                
                                            
                                        






