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Returning 35 results for 'detailed instincts are break'.
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Magic Items
Dungeon Masterâs Guide
are set in a row along the haft. It has three other properties as well, detailed below.
Buttons. You can press one of the following buttons as a Bonus Action; a buttonâs effect lasts until you
ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates
Monsters
Planescape: Adventures in the Multiverse
judges the needs of planar beings seeking uniquely binding terms and forges ironclad agreements. Those who break these contracts are pursued by marut;maruts (detailed in Mordenkainen Presents
Rod of Lordly Might
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
in a row along the haft. It has three other properties as well, detailed below.
Six Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a
battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and
Compendium
- Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
vigilante or hired mercenary will break an accused commoner out of prison in order to ensure the accusedâs safety until the trial date. Minor crimes, such as creating a public disturbance, petty theft
are a sign that one canât manage oneâs baser instincts. Patriars have been known to pay huge bribes or promise outsized favors to protect a rebellious heir from being charged with a minor crime
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
vigilante or hired mercenary will break an accused commoner out of prison in order to ensure the accusedâs safety until the trial date. Minor crimes, such as creating a public disturbance, petty theft
are a sign that one canât manage oneâs baser instincts. Patriars have been known to pay huge bribes or promise outsized favors to protect a rebellious heir from being charged with a minor crime
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Alien Technology The spaceship contains technological devices from another world. The following items are detailed in the Dungeon Masterâs Guide: Antimatter rifle Energy cell Laser pistol Laser rifle
out how to use it, another to figure out how to load it). Each time a character makes a check, compare the result to the Figuring Out Alien Technology table. Consider having the item break if a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
disadvantage. Inscrutable Characteristics d6 Characteristic
1 I was educated by a sphinx in the Dakra Isles.
2 I am a devout adherent to one of Meletisâs schools of philosophy (detailed in
times.
5 Why wouldnât I phrase every statement as a question?
6 I was born a sphinx, but a god cursed me into humanoid form and saddled me with the limits of mortal knowledge. I wonât rest until I break the curse.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
Rules Glossary. Breaking Objects As an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the DM might use the rules on breaking objects in the Rules Glossary.
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
rules glossary. Breaking Objects As an action, you can automatically break or otherwise destroy a fragile, nonmagical object, such as a glass container or a piece of paper. If you try to damage something more resilient, the DM might use the rules on breaking objects in the rules glossary.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Emerald Enclave Members of the Emerald Enclave are spread far and wide across the Sword Coast and the North. They usually operate in isolation, relying on their own abilities and instincts to
corruption of nature. Its members are well aware that the newly seen demonic corruption will not be contained within the Underdark for long. Eventually it will break through to the surface and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks. Athletics Your Strength
might also call for a Strength check when you try to accomplish tasks like the following: Force open a stuck, locked, or barred door Break free of bonds Push through a tunnel that is too small Hang on
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Splugoth fought for control of the components, the orrery might develop even more random properties, or it might lose some of its more potent powers. Either way, it remains a powerful artifact, as detailed
in appendix D. In keeping with their promise to Lottie, the characters are obliged to break the orrery up again and scatter its components far and wide. But hey, sometimes adventurers are forgetful
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks. Athletics. Your Strength
might also call for a Strength check when you try to accomplish tasks like the following: Force open a stuck, locked, or barred door Break free of bonds Push through a tunnel that is too small Hang
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
iron bars, which the characters must bypass to enter the corridor beyond. As an action, a character can try to bend or break the rusty bars, doing so with a successful DC 17 Strength (Athletics) check
might dwell here at your discretion. Once the characters near the fountain, the caverns narrow into a small underwater channel the characters must swim through, as detailed in area X6. If the characters use this route, they enter the tomb soaking wet.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Masters with a richly detailed city for their Xenâdrik based campaigns, this supplement presents information on the movers and shakers of Stormreach, ready-to-use adversaries, adventure hooks, and
likely âlaunching padsâ and destinations, complete with maps, ready-to-play encounters, and pregenerated NPCs. Faiths of Eberron (3.5E): This supplement presents detailed descriptions of the major
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
peace. The conflicts, the anger, and the pain of the long war remain, however, and the new nations seek every advantage as they prepare for the next war to break out on the continent. Dragonmarked
humans and lycanthropes, a union that grants them limited bestial abilities and feral instincts. The warforged are a constructed race created during the Last War, seeking to find its place in a post
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morteâs Planar Parade
judges the needs of planar beings seeking uniquely binding terms and forges ironclad agreements. Those who break these contracts are pursued by maruts (detailed in Mordenkainen Presents: Monsters of the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Buttons. You can press one of the following buttons as a
battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Six Buttons. You can press one of the rodâs six buttons as a
press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
break down magical resistance and overcome magical forces. Six feathers from six different angels â the authority of the celestial realms and a force to enrage fiendish creatures. The heart of a
that summoned the demon lords. In his research, Vizeran has located potential sources for all these components, and he can direct the characters to retrieve them as detailed in subsequent chapters. The
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Franchise Downtime Much of the break between episode 5 and 6 will be focused on determining the location of the Sixâs ritual site. The key clue to doing so is knowing that the ritual needs to be
of consciousness (or you could even make it a sentient magic item, as detailed in chapter 7 of the Dungeon Masterâs Guide.) In that scenario, the orreryâs consciousness might be what the portalometer
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
begin to break over the ship. The port half of area 1 is 3 feet below water, while the starboard edge remains 5 feet above it. Round 14 If the rowboat began its approach on round 4, it arrives at the
start of this round. If Krell is present, as detailed above, he attempts to launch his ambush at this point. Rounds 15 through 19 At the start of round 15, the ship rolls over on its port side
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a buttonâs effect lasts until you push a different button or until you push the same
anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
safe. Make use of the techniques detailed in the âHorror Monstersâ section of chapter 5. SUBVERT CLICHĂS
When characters and worlds feature clichés, they become dull and predictable. If your
boundaries. Beyond impromptu checks, once during a session, after a scheduled break, check in with the group and consider asking the following questions: What do your characters hope will happen? What do your
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Six Buttons. You can press one of the rodâs six buttons as a
anchoring causes the rod to revert to its normal form. If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Pholtus (detailed in the Playerâs Handbook)âis up to you. Atash, Ruler of Akharin Sangar The Sunweaver holds ultimate authority in Akharin Sangar, which is a theocracy ruled by the godâs self
, they act as government officials and judges, employing divination magic in audits and trials. Those who break the law answer to the Brightguard. The religious order enforces the law without prejudice
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
the Outlands) with a skull made of colorful glass shards. This mimir is further detailed in the âMosaic Mimirâ section later in this chapter. W6: Castellan Chamber If the two mezzoloths in this room
the sculpture and table, trying to break them loose.
The two mezzoloths attack the characters on sight and fight to the death. Castellan. The statue and table here are together a unique magical
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the Grim Harrowâs attention (the Grim Harrow is detailed in chapter 19). Research the Deck of Many Things. When they arenât actively pursuing copies of the Deck of Many Things, knights of the Solar
break this rule if they discern that a deckâs owner plans to use it for an evil or destructive purpose. In particular, they oppose the efforts of the Heralds of the Comet (described in chapter 12
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
, while elephantine demons on the other side trumpet at them through barbed trunks to break their concentration.
A boxy, winged modron in a padded helmet with a face cage hovers in front of your castle
is called Spireball. The modron happily explains the gameâs rules, its stakes, and the two teams, all of which are detailed below. Good versus Evil Two teamsâthe Noxious Stampede and the Righteous
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
table presents several infamous layers; detailed descriptions of these layers follow the table. Layers of the Abyss Layer Description The Plain of Infinite Portals On layer 1, corroded iron
would crumble and all mortals would embrace their predatory instincts. Baphometâs layer is a never-ending dungeon with the Horned Kingâs enormous palace at its center. A confusing jumble of crooked
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
in D&D play. Chapter 7 provides more detailed rules for using the d20 in the game.
Advantage and Disadvantage Sometimes an ability check, attack roll, or saving throw is modified by special
and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.
More detailed rules for advantage and disadvantage are presented in chapter 7.
Specific Beats General
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Subclass You gain a Barbarian subclass of your choice. The Path of the Berserker, Path of the Wild Heart, Path of the World Tree, and Path of the Zealot subclasses are detailed after this classâs
. Level 7: Feral Instinct Your instincts are so honed that you have Advantage on Initiative rolls. Level 7: Instinctive Pounce As part of the Bonus Action you take to enter your Rage, you can move up to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
gain a Barbarian subclass of your choice. The Path of the Berserker subclass is detailed after this classâs description. A subclass is a specialization that grants you features at certain Barbarian
on your turn. Level 5: Fast Movement Your speed increases by 10 feet while you arenât wearing Heavy armor. Level 7: Feral Instinct Your instincts are so honed that you have Advantage on Initiative
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
closer to their goal. Rangers who have encountered halflings or lived among them know of this effect, and they learn to trust their other senses and their instincts rather than relying on sight. A typical
, over time, halflings who pursue a dark path â especially those who break too many oaths or hurt other halflings along the way â lose the protection of Yondalla and the other halfling gods. Some say
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Ranger subclass of your choice.The Beast Master, Fey Wanderer, Gloom Stalker, and Hunter subclasses are detailed after this classâs description. A subclass is a specialization that grants you features at
Rest, your Exhaustion level, if any, decreases by 1. Level 13: Relentless Hunter Taking damage canât break your Concentration on Hunterâs Mark. Level 14: Natureâs Veil You invoke spirits of nature to






