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Returning 35 results for 'nitt chapter rules pdf'.
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Equipment
Clothing and not wearing Medium or Heavy armor, you automatically succeed on saving throws against the effects of extreme heat. See chapter 3 of the Dungeon Masterâs Guide for rules on extreme heat.
Equipment
Fungal Clothing, you automatically succeed on saving throws against the effects of extreme cold. See chapter 3 of the Dungeon Master's Guide for rules on extreme cold. One pound of fungus is sewn into
Monsters
The Wild Beyond the Witchlight
on the politics of Prismeer.
Once she is no longer petrified, Raezil is bound by the rule of reciprocity (see âRules of Conductâ in chapter 2) to help the characters complete any
Magic Items
Princes of the Apocalypse
batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the
the area of effect, the rules for heavy precipitation apply, as detailed in chapter 5 of the Dungeon Masterâs Guide. If there is a substantial body of water in the area, it floods after 2d10 hours
Monsters
Fizban's Treasury of Dragons
Monster Manual is a typical adult, at least a century old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5
explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8
Monsters
Fizban's Treasury of Dragons
old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used
characters, and use the Dragon Turtle Spellcasting table to help select spells for a spellcasting dragon. (Though the Monster Manual doesnât explicitly include dragon turtles in the variant rules for
Monsters
Bigby Presents: Glory of the Giants
âs Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbingâcreatures in the area without immunity or resistance to cold damage have
â in chapter 3 for additional inspiration.)
Scions of giantsâ gods are enormously powerful beings who infuse the world around them with primeval magic. In many worlds, they slumber and have
Monsters
Bigby Presents: Glory of the Giants
envelops the land within 6 miles of the scion (see the Dungeon Masterâs Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbingâcreatures
the substance of the world together. (See âGiants of Mythâ in chapter 3 for additional inspiration.)
Scions of giantsâ gods are enormously powerful beings who infuse the world around
Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
chapter 7, "Treasureâ of the Dungeon Masterâs Guide.Orcusâs Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules
Monsters
Fizban's Treasury of Dragons
use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An
table to help select spells for a spellcasting dragon. (Though the Monster Manual doesnât explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply
Species
Fizban's Treasury of Dragons
character is a member of the human race or one of the gameâs fantastical races. If you select one of the dragonborn races in this chapter, follow these additional rules during character creation
to modify that list for a campaign.
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most
Species
Mordenkainen Presents: Monsters of the Multiverse
fairy or the harengon in this section, follow these additional rules during character creation.
Ability Score Increases
When determining your characterâs ability scores, increase one score by 2
languages to choose from. The DM is free to modify that list for a campaign.
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the
Species
Fizban's Treasury of Dragons
. If you select one of the dragonborn races in this chapter, follow these additional rules during character creation.
Ability Score Increases
When determining your characterâs ability scores
, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what
Species
Fizban's Treasury of Dragons
the gameâs fantastical races. If you select one of the dragonborn races in this chapter, follow these additional rules during character creation.
Ability Score Increases
When determining your
Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race
monsters
again until the start of her next turn.Scheming Marid Ruler
The calculating Biha Babir rules the pelagic city of Maran Saya in Calimshan. Though her physical form is as fluid as the ocean itself, she
Calimemnon Crystal (see chapter 8), the legendary prison of the powerful genies Calim and Memnon. She believes obtaining that crystal would allow her to wipe Calimshan off the map and seize control of
Species
Van Richtenâs Guide to Ravenloft
creating a hexblood, consult with your DM to see if itâs appropriate to tie your origins to one of the following Domains of Dread (detailed in chapter 3):
Hazlan. The bizarre magic of this crumbling
might come to accept over the course of centuries. Once a hexblood undergoes this irreversible ritual, they emerge as a hag NPC no longer under the control of the hexbloodâs player, unless the DM rules otherwise.
Species
Mordenkainen Presents: Monsters of the Multiverse
in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race in this chapter tells
member of the human race or of a fantastical race. If you select a fantastical race such as the fairy or the harengon in this section, follow these additional rules during character creation.
Ability
Proficiency Bonus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Rules
Characters have a proficiency bonus determined by level, as detailed in chapter 1. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability
checks, saving throws, and attack rolls.
Your proficiency bonus canât be added to a single die roll or other number more than once. For example, if two different rules say you can add your
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Chapter 8: Running the Game Rules enable you and your players to have fun at the table. The rules serve you, not vice versa. There are the rules of the game, and there are table rules for how the
game is played. For instance, players need to know what happens when one of them misses a session. They need to know whether to bring miniatures, any special rules youâve decided to use, and how to treat
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 10: Spellcasting Magic permeates the worlds of D&D and most often appears in the form of a spell. This chapter provides the rules for casting spells. Different character classes have
distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Chapter 9: Dungeon Masterâs Workshop As the Dungeon Master, you arenât limited by the rules in the Playerâs Handbook, the guidelines in these rules, or the selection of monsters in the Monster Manual
. You can let your imagination run wild. This chapter contains optional rules that you can use to customize your campaign, as well as guidelines on creating your own material, such as monsters and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
definition, consult the Rules Glossary. This chapter provides an overview of how to play D&D and focuses on the big picture. Many places in this chapter reference that glossary.
monsters and magic. In D&D, the action takes place in the imaginations of the players, and itâs narrated by everyone together. Rules Glossary
If you read a rules term in this book and want to know its
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. The chapter opens with optional rules meant to help you run certain parts of the game more smoothly. The chapter then goes into greater depth on several topics â encounter building, random encounters
Chapter 2: Dungeon Master's Tools As the Dungeon Master, you oversee the game and weave together the story experienced by your players. Youâre the one who keeps it all going, and this chapter is for
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
spells, magical spellbooks, artifacts, and magic-infused tattoosâavailable for both player characters and monsters to use. Chapter 4 holds various rules that a DM may incorporate into a campaign, including
rules on sidekicks who level up with the player characters and on supernatural environments. The chapter ends with a collection of puzzles ready to be deployed in any adventure that the DM would like to spice up with some puzzling.
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Using This Book Hereâs what youâll find in this book: Chapter 1: Playing the Game. The first chapter explains the fundamentals of the game, with examples to help you understand how to play. Chapter 2
: Creating a Character. Chapter 2 walks you through the steps of character creation. Chapter 3: Character Classes. Charactersâ capabilities are largely determined by class, such as Fighter or Wizard
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, making sure the rules serve the groupâs fun. Youâll want to read the rest of this chapter to understand those rules, and youâll find the Rules Glossary essential.
explore. Then you use a combination of imagination and the gameâs rules to determine the results of the adventurersâ decisions. Adjudicate the Rules. You oversee how the group uses the gameâs rules
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Chapter 2: Traps Revisited The rules for traps in the Dungeon Masterâs Guide provide the basic information you need to manage traps at the game table. The material here takes a different, more
elaborate approach â describing traps in terms of their game mechanics and offering guidance on creating traps of your own using these new rules. Rather than characterize traps as mechanical or magical, these rules separate traps into two other categories: simple and complex.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
chapter provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field of battle. Throughout this
chapter, the rules address you, the player or Dungeon Master. The Dungeon Master controls all the monsters and nonplayer characters involved in combat, and each other player controls an adventurer. âYouâ can also mean the character or monster that you control.
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
players, your storytelling acumen, your sense of humor, your ability to listen well, your facility with the gameâs rules, and more. This chapter adds to your toolbox with guidance and optional rules for a
variety of situations. The chapter also includes a selection of ready-to-use puzzles, which you can drop into any campaign. The tools herein build on the material in the Dungeon Masterâs Guide and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
DMâs Toolbox This chapter provides advice on rules for adventure elements such as poison and traps.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 10: Spellcasting Magic permeates the worlds of D&D and most often appears in the form of a spell. This section provides the rules for casting spells. Different character classes have
distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
upgrades for a franchise headquarters, and more. This chapter also introduces company positions â a new set of rules for franchise characters granting access to unique, tier-based abilities that can help a
Chapter 2: Growing Your Franchise As a run-of-the-dungeon adventurer, your character might kick through countless locked doors, lay down ancient magics, or send any number of monsters to the
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
results of the adventurersâ decisions. Adjudicate the Rules. You oversee how the group uses the gameâs rules, making sure the rules serve the groupâs fun. Youâll want to read the rest of this chapter to understand those rules, and youâll find the rules glossary essential.
the adventurers face. The players decide what their characters do as they navigate hazards and choose what to explore. Then you use a combination of imagination and the gameâs rules to determine the
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
.
Expanded and Revised Magic Items. Chapter 7 is packed with new magic items and old ones that have been revised.
Bastions. Chapter 8 has rules that allow player characters to build, maintain, and enjoy
rules help you do this, but when you need to act as referee, try to make decisions that ensure everyone is having fun. Communicate with Your Players. Open communication is essential to a successful D&D
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
). Challenge Rating. An NPC built for combat needs a challenge rating. Use the rules in chapter 9 to determine the NPCâs challenge rating, just as you would for a monster you designed.
levels. The latter two options require a bit of explanation. Using a Monster Stat Block The Monster Manual contains statistics for many generic NPCs that you can customize as you see fit, and chapter 9 of






