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Returning 8 results for 'dissent instead are basics'.
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descent intend are basics
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Portal Basics Most portals aren’t always open. Instead, they open at certain times, when a particular condition is met, in response to a command word or phrase, or when a traveler is holding a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
if all goes well, your character will survive to claim rich rewards before embarking on a new adventure. This section covers the basics of the adventuring life, from the mechanics of movement to the
wilderness regions. The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
all goes well, your character will survive to claim rich rewards before embarking on a new adventure. This chapter covers the basics of the adventuring life, from the mechanics of movement to the
wilderness regions. The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Humanoids meet amid simple structures within a wooden palisade, where traders barter for the basics of survival. The entrance to the camp is unguarded. Soon after the characters enter Camp Greenbriar
in Faunel (see the “The Three Packs” section later in this chapter) and instead works as a messenger between them. Gate to the Beastlands Nearly a mile from Camp Greenbriar stands the gate to the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
abstractions she wielded at Strixhaven with benevolent divination and a return to the basics of magic itself. Oracle of Strixhaven
Medium Humanoid (Human, Wizard), Neutral Good
Armor Class 12 (15
Perception 20
Languages all
Challenge 15 (13,000 XP) Proficiency Bonus +5
Legendary Resistance (3/Day). If the Oracle fails a saving throw, she can choose to succeed instead.
Actions
Multiattack
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
players are experienced, start the campaign at level 3 instead. (See the Player’s Handbook for rules on starting at higher levels.) Bringing the Party Together During session zero, help the players come
this world, though, the characters also know more than their players do. Fill in the basics of what the characters should know anytime that information matters to their adventures.
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
. Both Fey courts have spies who dig up dirt, sow seeds of dissent, and cause mischief. Captured spies are either ransomed or made examples of in various humiliating, nonlethal ways. Much of the gossip
firelit parties) Shuns the constraints of civilization (instead wearing only unfinished natural materials and sleeping under the stars) Dabbles in mysterious magic and rituals (adventurers can run afoul of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Travel The rules in the “Exploration” section in the Player’s Handbook cover the basics of travel on a scale ranging from minutes to days. The tools in this section can add excitement to a longer
example, a forest might be home to tiny dragonets instead of birds, or its trees might be festooned with giant webs or have eerie green, glowing sap. A single fantastic element within an otherwise






