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Returning 35 results for 'have can'.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Other Things Characters Can Do Characters who can’t harm the dragon (or choose not to) can find plenty of other things to distract them during the dragon’s attack. If a player is having trouble
figuring out what their character can or should do, you can use the Town in Chaos table to introduce an urgent development for the character to deal with. Before the character moves or acts on its turn
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Other Things Characters Can Do Characters who can’t harm the dragon (or choose not to) can find plenty of other things to distract them during the dragon’s attack. If a player is having trouble
figuring out what their character can or should do, you can use the Town in Chaos table to introduce an urgent development for the character to deal with. Before the character moves or acts on its turn
Classes
Player’s Handbook
, and the mightiest among them can cloak themselves in otherworldly majesty. Their performances stir up wistful longing for forgotten innocence, evoke unconscious memories of long-held fears, and tug at the emotions of even the most hard-hearted listeners.
Classes
Player’s Handbook
Inspire Valor and Smite Foes
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of
Equipment
You can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you Advantage on this check.
Equipment
One sheet of Parchment can hold about 250 handwritten words.
Classes
Player’s Handbook
March. Whatever its origin within you, the power of order can seem strange to others, but for you, it’s part of a vast and glorious system.
Equipment
When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20 feet of yourself. The target
Equipment
When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away.
Equipment
When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage.
Equipment
As a Utilize action, you can throw the Grappling Hook at a railing, a ledge, or another catch within 50 feet of yourself, and the hook catches on if you succeed on a DC 13 Dexterity (Acrobatics) check. If you tied a Rope to the hook, you can then climb it.
Classes
Player’s Handbook
Move in Harmony with the Cosmos
Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial
Classes
Player’s Handbook
members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.
Equipment
A Climber’s Kit includes boot tips, gloves, pitons, and a harness. As a Utilize action, you can use the Climber’s Kit to anchor yourself; when you do, you can’t fall more than 25
feet from the anchor point, and you can’t move more than 25 feet from there without undoing the anchor as a Bonus Action.
Equipment
A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High Jump;High or Long Jump, you can use the Pole to vault, giving yourself Advantage on the check.
Equipment
Iron Spikes come in bundles of ten. As a Utilize action, you can use a blunt object, such as a Light Hammer, to hammer a spike into wood, earth, or a similar material. You can do so to jam a door shut or to then tie a Rope or Chain to the Spike.
Equipment
A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.
Equipment
A Block and Tackle allows you to hoist up to four times the weight you can normally lift.
Equipment
Using a Crowbar gives you Advantage on Strength checks where the Crowbar’s leverage can be applied.
Equipment
An Arcane Focus is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus.
Equipment
An Arcane Focus is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus.
Equipment
An Arcane Focus is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus.
Equipment
As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour.
Equipment
must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Equipment
One sheet of Paper can hold about 250 handwritten words.
Equipment
, you must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Equipment
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 take the Attack action, you can replace one of your attacks with
covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.
Dousing a Space. You can take the Utilize action to pour
Equipment
When blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 feet away.
Equipment
String is 10 feet long. You can tie a knot in it as a Utilize action.
Equipment
As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check.
You can bind
Equipment
Riding Horse Stat BlockSpeed 60 ft.Carrying Capacity 480 lb.
A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down.
Equipment
Pony Stat BlockSpeed 40 ft.Carrying Capacity 225 lb.
A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down.
Equipment
An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, add their carrying capacities together.
Equipment
A Healer’s Kit has ten uses. As a Utilize action, you can expend one of its uses to stabilize an Unconscious creature that has 0 Hit Points without needing to make a Wisdom (Medicine) check.
Equipment
Draft Horse Stat BlockSpeed 40 ft.Carrying Capacity 540 lb.
A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down.