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Returning 35 results for 'faster fall'.
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faer fall
Charlatan
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Player’s Handbook (2014)
world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.
d8
Personality Trait
1
I fall in and out of love easily, and am
luxuries faster than I bring them in...
3
I’m convinced that no one could ever fool me the way I fool others.
4
I’m too greedy for my own good. I can’t resist taking a risk if
Backgrounds
Baldur’s Gate: Descent into Avernus
, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.
d8
Personality Trait
1
I fall in and out
gains on decadent luxuries faster than I bring them in...
3
I’m convinced that no one could ever fool me the way I fool others.
4
I’m too greedy for my own good. I can’t
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
’ presence is marked by an absence of animals and a strange quiet, as if the forest wishes to avoid attracting attention to itself. The faster travelers decide to move on, the better.
If these
destroyed, might not have a choice in the matter. Most adventuring firbolgs fall into this latter category.
Outcast firbolgs can never return home. They committed some unforgivable deed, usually
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
areas are somewhat isolated from the noise of work areas, enabling miners and crafters to do their work without awakening the sleepers. Kobolds learn at a young age to fall asleep to the noise of
best lesson a kobold leader can teach is “I don’t have to be faster than the bear. I just have to be faster than you.”
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
areas are somewhat isolated from the noise of work areas, enabling miners and crafters to do their work without awakening the sleepers. Kobolds learn at a young age to fall asleep to the noise of
best lesson a kobold leader can teach is “I don’t have to be faster than the bear. I just have to be faster than you.”
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
areas are somewhat isolated from the noise of work areas, enabling miners and crafters to do their work without awakening the sleepers. Kobolds learn at a young age to fall asleep to the noise of
best lesson a kobold leader can teach is “I don’t have to be faster than the bear. I just have to be faster than you.”
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
areas are somewhat isolated from the noise of work areas, enabling miners and crafters to do their work without awakening the sleepers. Kobolds learn at a young age to fall asleep to the noise of
best lesson a kobold leader can teach is “I don’t have to be faster than the bear. I just have to be faster than you.”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
invisibility spell or similar magic. A creature traversing stairs it can’t see can move on the steps at half speed without any problem. A creature that moves any faster than half speed must succeed on a DC
10 Dexterity (Acrobatics) check or slip, tumble down the stairs, and fall prone at the bottom of them. KOLAT TOWERS LORE
With a successful DC 15 Intelligence (History) check, a character can recall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
invisibility spell or similar magic. A creature traversing stairs it can’t see can move on the steps at half speed without any problem. A creature that moves any faster than half speed must succeed on a DC
10 Dexterity (Acrobatics) check or slip, tumble down the stairs, and fall prone at the bottom of them. KOLAT TOWERS LORE
With a successful DC 15 Intelligence (History) check, a character can recall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
invisibility spell or similar magic. A creature traversing stairs it can’t see can move on the steps at half speed without any problem. A creature that moves any faster than half speed must succeed on a DC
10 Dexterity (Acrobatics) check or slip, tumble down the stairs, and fall prone at the bottom of them. KOLAT TOWERS LORE
With a successful DC 15 Intelligence (History) check, a character can recall
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
up to two Medium or six Small riders at a time. The difficult part is getting their harnesses attached so that riders don’t fall off, and giving the proper commands once airborne.
Any character can
damage or the rider dismounts.
The castle is easily spotted, day or night, out to a range of five miles. The wyverns are faster than the castle in flight, and they can catch up to it
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
carry up to two Medium or six Small riders at a time. The difficult part is getting their harnesses attached so that riders don’t fall off, and giving the proper commands once airborne.
Any character
takes damage or the rider dismounts.
The castle is easily spotted, day or night, out to a range of five miles. The wyverns are faster than the castle in flight, and they can catch up to it
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
up to two Medium or six Small riders at a time. The difficult part is getting their harnesses attached so that riders don’t fall off, and giving the proper commands once airborne.
Any character can
damage or the rider dismounts.
The castle is easily spotted, day or night, out to a range of five miles. The wyverns are faster than the castle in flight, and they can catch up to it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
invisibility spell or similar magic. A creature traversing stairs it can’t see can move on the steps at half speed without any problem. A creature that moves any faster than half speed must succeed on a DC
10 Dexterity (Acrobatics) check or slip, tumble down the stairs, and fall prone at the bottom of them. KOLAT TOWERS LORE
With a successful DC 15 Intelligence (History) check, a character can recall
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
carry up to two Medium or six Small riders at a time. The difficult part is getting their harnesses attached so that riders don’t fall off, and giving the proper commands once airborne.
Any character
takes damage or the rider dismounts.
The castle is easily spotted, day or night, out to a range of five miles. The wyverns are faster than the castle in flight, and they can catch up to it
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
carry up to two Medium or six Small riders at a time. The difficult part is getting their harnesses attached so that riders don’t fall off, and giving the proper commands once airborne.
Any character
takes damage or the rider dismounts.
The castle is easily spotted, day or night, out to a range of five miles. The wyverns are faster than the castle in flight, and they can catch up to it
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
up to two Medium or six Small riders at a time. The difficult part is getting their harnesses attached so that riders don’t fall off, and giving the proper commands once airborne.
Any character can
damage or the rider dismounts.
The castle is easily spotted, day or night, out to a range of five miles. The wyverns are faster than the castle in flight, and they can catch up to it
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
carry up to two Medium or six Small riders at a time. The difficult part is getting their harnesses attached so that riders don’t fall off, and giving the proper commands once airborne.
Any character
takes damage or the rider dismounts.
The castle is easily spotted, day or night, out to a range of five miles. The wyverns are faster than the castle in flight, and they can catch up to it
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
up to two Medium or six Small riders at a time. The difficult part is getting their harnesses attached so that riders don’t fall off, and giving the proper commands once airborne.
Any character can
damage or the rider dismounts.
The castle is easily spotted, day or night, out to a range of five miles. The wyverns are faster than the castle in flight, and they can catch up to it
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
throw caution to the wind, the density of the undergrowth makes it tricky to move faster than 200 feet per minute. If the characters stop to search for treasure, each building takes 30 minutes to clear
a failure, the floor collapses and the character falls 20 feet into a lower level, taking damage from the fall as normal. Roll again on the Ruin Interior table to see if there’s anything interesting
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
throw caution to the wind, the density of the undergrowth makes it tricky to move faster than 200 feet per minute. If the characters stop to search for treasure, each building takes 30 minutes to clear
a failure, the floor collapses and the character falls 20 feet into a lower level, taking damage from the fall as normal. Roll again on the Ruin Interior table to see if there’s anything interesting
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
throw caution to the wind, the density of the undergrowth makes it tricky to move faster than 200 feet per minute. If the characters stop to search for treasure, each building takes 30 minutes to clear
a failure, the floor collapses and the character falls 20 feet into a lower level, taking damage from the fall as normal. Roll again on the Ruin Interior table to see if there’s anything interesting
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
throw caution to the wind, the density of the undergrowth makes it tricky to move faster than 200 feet per minute. If the characters stop to search for treasure, each building takes 30 minutes to clear
a failure, the floor collapses and the character falls 20 feet into a lower level, taking damage from the fall as normal. Roll again on the Ruin Interior table to see if there’s anything interesting
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Darklord’s servants escort winners to the village of Shuaran, and from there, out of Valachan. Losers rot where they fall. Rule breakers are killed. Chakuna wants the trial to be challenging. If she
catches a competitor too soon, she might release them if they sacrifice an ally, a limb, or a valuable weapon. Anyone who dies in the trial feeds the domain’s bloodlust—even those who fall to a threat
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Darklord’s servants escort winners to the village of Shuaran, and from there, out of Valachan. Losers rot where they fall. Rule breakers are killed. Chakuna wants the trial to be challenging. If she
catches a competitor too soon, she might release them if they sacrifice an ally, a limb, or a valuable weapon. Anyone who dies in the trial feeds the domain’s bloodlust—even those who fall to a threat
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Darklord’s servants escort winners to the village of Shuaran, and from there, out of Valachan. Losers rot where they fall. Rule breakers are killed. Chakuna wants the trial to be challenging. If she
catches a competitor too soon, she might release them if they sacrifice an ally, a limb, or a valuable weapon. Anyone who dies in the trial feeds the domain’s bloodlust—even those who fall to a threat
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Darklord’s servants escort winners to the village of Shuaran, and from there, out of Valachan. Losers rot where they fall. Rule breakers are killed. Chakuna wants the trial to be challenging. If she
catches a competitor too soon, she might release them if they sacrifice an ally, a limb, or a valuable weapon. Anyone who dies in the trial feeds the domain’s bloodlust—even those who fall to a threat
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Stormreach and journeying to their destination on foot. A Lyrandar airship can bypass the dangers of the sea voyage and cover the distance faster, but the Straits of Shargon are known for brutal storms. An
empire’s fall, they retain a spiritual and physical connection to the darkness below. Umbragen shadow walkers weave shadow magic to confound foes. Jordan Kerbow Vulkoori and Umbragen drow battle in a
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Stormreach and journeying to their destination on foot. A Lyrandar airship can bypass the dangers of the sea voyage and cover the distance faster, but the Straits of Shargon are known for brutal storms. An
empire’s fall, they retain a spiritual and physical connection to the darkness below. Umbragen shadow walkers weave shadow magic to confound foes. Jordan Kerbow Vulkoori and Umbragen drow battle in a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Personality Trait 1 I fall in and out of love easily, and am always pursuing someone. 2 I have a joke for every occasion, especially occasions where humor is inappropriate. 3 Flattery is my preferred trick
luxuries faster than I bring them in.. 3 I’m convinced that no one could ever fool me the way I fool others. 4 I’m too greedy for my own good. I can’t resist taking a risk if there’s money involved. 5 I
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Sartell grimly informs the characters that the star moth is the faster ship and that the Moondancer has no hope of outrunning it. She estimates the characters have about a minute to prepare before the
it looks like the characters are about to lose. The astral elves are confident they can conquer the Moondancer, but if two of the warriors fall, the third tries to retreat to the Dark Star. After
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Stormreach and journeying to their destination on foot. A Lyrandar airship can bypass the dangers of the sea voyage and cover the distance faster, but the Straits of Shargon are known for brutal storms. An
empire’s fall, they retain a spiritual and physical connection to the darkness below. Umbragen shadow walkers weave shadow magic to confound foes. Jordan Kerbow Vulkoori and Umbragen drow battle in a
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Stormreach and journeying to their destination on foot. A Lyrandar airship can bypass the dangers of the sea voyage and cover the distance faster, but the Straits of Shargon are known for brutal storms. An
empire’s fall, they retain a spiritual and physical connection to the darkness below. Umbragen shadow walkers weave shadow magic to confound foes. Jordan Kerbow Vulkoori and Umbragen drow battle in a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Personality Trait 1 I fall in and out of love easily, and am always pursuing someone. 2 I have a joke for every occasion, especially occasions where humor is inappropriate. 3 Flattery is my preferred trick
luxuries faster than I bring them in.. 3 I’m convinced that no one could ever fool me the way I fool others. 4 I’m too greedy for my own good. I can’t resist taking a risk if there’s money involved. 5 I
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Personality Trait 1 I fall in and out of love easily, and am always pursuing someone. 2 I have a joke for every occasion, especially occasions where humor is inappropriate. 3 Flattery is my preferred trick
luxuries faster than I bring them in.. 3 I’m convinced that no one could ever fool me the way I fool others. 4 I’m too greedy for my own good. I can’t resist taking a risk if there’s money involved. 5 I