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Returning 13 results for 'double imagine are builds'.
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Backgrounds
Guildmasters’ Guide to Ravnica
Imagine a perfect world: one in which nature and civilization exist in harmony, adapted to each other; one in which life is shaped to match its environment and the environment is shaped to match life
My research builds on my parents’ work and takes it in interesting new directions.
2
If a serious problem confounds me, I can count on my mentor to provide clarity of thought.
3
A
Satyr
Legacy
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Species
Mythic Odysseys of Theros
civilization with the freedom of wild beasts. Generally, they look similar to humans, with a range of builds and features. But their goatlike horns, pointed ears, and furred lower bodies sharply distinguish
jolly dance.
4
Sometimes talking to a plant really helps.
5
If stumped, I smoke a pipe. And if I’m going to smoke a pipe, it’s going to be a splendid pipe.
6
I imagine
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
...” It’s based on the idea that an actor takes whatever the other actors give and builds on that. A similar principle applies as you run sessions for your players. As often as possible, weave what the
alternative. For example, imagine the characters are searching for a lich’s lair. A player asks you if there’s a mages’ guild operating in a nearby city, hoping to find records that mention the lich. This
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
humanoid civilization with the freedom of wild beasts. Generally, they look similar to humans, with a range of builds and features. But their goatlike horns, pointed ears, and furred lower bodies
.
5 If stumped, I smoke a pipe. And if I’m going to smoke a pipe, it’s going to be a splendid pipe.
6 I imagine that my clothes are my glorious soul on display for all the world to behold
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Running Combat This section builds on the combat rules in Playing the Game and offers tips for keeping the game running smoothly when a fight breaks out. Rolling Initiative Combat starts when—and
monsters. If you aren’t using miniatures or other visual aids, one way to track your monsters is to assign them unique features. For example, imagine that you’re running an encounter with three Ogres
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
voices slowly builds within the wrecked buildings. A stocky humanoid with gray skin and a white beard suddenly stumbles forth, swaying from one side to the other as if intoxicated. It stares at you
which are lit up the words “Lottie’s Palace.” Wide steps at the end of the tunnel lead up to a set of open double doors.
There are no dangers outside the palace, beyond exposure to too much flashing light.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Vault The following locations are keyed to map 4.9. View Player Version V1. Vault Door A 20-foot-high, 20-foot-wide stone corridor ends before an adamantine double door bearing Dwarvish
60 feet overhead, with the ceiling rising another 20 feet beyond that. Set into alcoves are twelve sets of double doors made of iron. Each door is 10 feet wide, 10 feet high, and embossed with images
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
multiple attacks against one or more foes. Choose the type of damage based on how you imagine the damage being delivered. For example, if the monster is attacking with razor-sharp claws, the damage it deals
monster deals 15–20 damage per round. If you imagine the creature having a Strength of 18 (+4 modifier), you could give it one melee attack that deals 3d8 + 4 (average 17.5) damage, split the damage
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
sea. Imagine, if you can, the top of this crag hemmed in entirely by a tall wall. This wall is interrupted by several towers all the way around, and it encloses a large space from which even more of
Candlekeep” are permitted to enter without making such a donation (though such folk often contribute to the library’s vaults as a matter of course anyway). The great double gates of Candlekeep are as
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
or take 2d4 bludgeoning damage from the flung objects. 19–24 Memories become sharp and clear for 1 hour. During this time, each creature in the region adds double its proficiency bonus to
Intelligence checks made to recall information. 25–34 Headaches and nosebleeds plague humanoids in the region, imposing disadvantage on Wisdom (Perception) checks for 1 hour. 35–40 Psychic power builds in the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K84. Catacombs Buried deep beneath the keep of Ravenloft lie ancient catacombs, with arched ceilings supported by wide, hollow columns that double as crypts. Cobwebs hang limp in the musty air. A
the coldest hell you can imagine. Every surface inside the crypt is covered with thick, brownish mold. A patch of brown mold (see “Dungeon Hazards” in chapter 5, “Adventure Environments,” of the Dungeon
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
have with the kobolds is voided. Freed goblins flee at the first hint of trouble, and they double-cross their rescuers if threatened by other goblins. 19. Hall of Dragons A double row of relief-carved
mounted in crude sconces burn fitfully around this chamber, filling the air with a haze. A double row of marble columns carved with entwining dragons runs the length of the hall.
As long as the torches
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and
consummate liars and masters of double talk. They favor intimidation of lesser creatures, but employ more subtle manipulations when dealing with other dragons. A green dragon attacks animals and monsters






