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Returning 5 results for 'douse some rules'.
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doesn some rules
does some rules
dogs some rules
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compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
defend him while he continues the ritual. The cultist minions employ magic. Douse the lights! As a Study action, a character can examine the ritual and make a DC 13 Intelligence (Arcana) check. On a
the less fortunate and to drive evil from the land. Its nature sometimes manifests in a less-than lawful or legal manner, and it always puts people over rules. The sword always believes it knows best
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see the rules glossary
douse a creature, object, or space with Oil or use it as fuel, as detailed below. Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see the Rules Glossary). Ammunition (Varies) Ammunition is required by a weapon that has the
Psychic damage) also frees the target, ending the effect. Oil (1 SP) You can douse a creature, object, or space with Oil or use it as fuel, as detailed below. Dousing a Creature or an Object. When you
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
in the north wall. (See “Sample Traps” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide for the rules on how this trap functions.) The trap resets when the weight is lifted and
, or half damage on a successful one. Any creature that fails its save catches fire, taking 5 (1d10) fire damage at the end of each of its turns until it or another creature uses an action to douse the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
feet of the fire takes an action to douse the fire, the target takes 10 (3d6) fire damage at the start of each of its turns.
Erupting Breath (Recharge 5–6). The cradle exhales flames and volcanic
the giant’s magic, creating one or more of the following effects: Biting Chill. Extreme cold envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold