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                        Returning 3 results for 'devious instance are being'.
                    
                
                        
                            
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                                        devils instances are being
                                    
                                
                                    
                                        devils instant are being
                                    
                                
                                    
                                        devout instant are being
                                    
                                
                                    
                                        devious instances are being
                                    
                                
                                    
                                        devils instinct are being
                                    
                                
                        
                    
                
                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    , which brings the flow of the game right back to step 1.
 This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a
                                                
                                            
                                                
                                                     d followed by the number of sides: d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games use).
 Percentile dice, or d100, work a little differently
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     change in circumstances, or to press an assault that it began on its turn. For instance, it might use its sleep ray as a legendary action against an enemy that has just been awakened. If no such
                                                
                                            
                                                
                                                     vanquish invaders without directly confronting them. Devious and hidden traps are liable to be lurking around every corner, and might be blatantly obvious in some places, yet no less lethal. In similar
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     check, but a crudely made or hastily built trap has a DC of 15. Exceptionally devious traps might have a DC of 25. You must then put some thought into what the characters learn with a successful check
                                                
                                            
                                        





