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                                                     Magic Items
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     the creatures pulling them work like controlled mounts, as described in the mounted combat rules in the Playerâs Handbook, but with the following differences:
Mounting or dismounting a chariot
                                                
                                            
                                                
                                                     costs you 5 feet of movement, rather than a number of feet equal to half your speed.
Being mounted on a chariot grants you half cover.
A chariotâs speed is equal to the speed of the slowest
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     challenge, even when the odds are clearly stacked against her. Seeing other wizards as a threat, paranoia rules her life.
Avarice has been a member of the Arcane Brotherhood for almost two years. She
                                                
                                            
                                                
                                                     the Monster Manual but is a fiend instead of a beast.
Spellbook. Avariceâs spellbook has white leather covers and vellum pages. The tieflingâs personal sigil is burned into the front cover
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     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. Surrounded by a moat fed by the
                                                
                                            
                                                
                                                     of Death. This creature emanates a deathly aura that extends 30 feet in every direction from its space while it isnât incapacitated. The aura is blocked by total cover. While in the aura, the
                                                
                                            
                                        
                                                     Species
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     taper to sharp talons. Feathers cover their bodiesâusually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles.
Creating Your Character
                                                
                                            
                                                
                                                    
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    Ten Rules to Remember  1. The DM Adjudicates the Rules The rules of D&D cover many of the twists and turns that come up in play, but the possibilities are so vast that the rules canât cover
                                                
                                            
                                                
                                                     everything. When you encounter something that the rules donât cover or if youâre unsure how to interpret a rule, the DM decides how to proceed, aiming for a course that brings the most enjoyment to your whole
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    The Environment By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways
                                                
                                            
                                                
                                                     in which adventurers interact with the environment in such places. The Dungeon Masterâs Guide has rules covering more unusual situations.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     three-quarters cover against attacks from the other side (see âCoverâ in the Basic Rules). Dusty old furnishings such as simple wooden chairs and tables remain in most intact buildings. Trees and Brush
                                                
                                            
                                                
                                                     terrain (see âDifficult Terrainâ in the Basic Rules). Intact buildings are rundown, ramshackle stone cottages that are otherwise still standing. Their wooden doors are swollen and require a successful
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    The Environment By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     difficult terrain, but they arenât dangerousâjust annoying. They provide half cover to creatures behind them. (See âDifficult Terrainâ and âCoverâ in the Basic Rules for more information.)
                                                
                                            
                                                
                                                     contested by the goblinsâ passive Wisdom (Perception) score to avoid being surprised. See the Basic Rules for more information on ability check contests. Thickets. The thickets around the clearing are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    .) However, if the characters make a lot of noise hereâfor example, loudly arguing about what to do next, setting up a camp, cutting down brush, and so onâthe goblins in area 2 notice and attack them through the thicket, which provides the goblins with half cover (see the Basic Rules for rules on cover).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    : Cone
 Cube
 Cylinder
 Emanation
 Line
 Sphere
 An area of effect has a point of origin, a location from which the effectâs energy erupts. The rules for each shape specify how to position its
                                                
                                            
                                                
                                                     obstruction must provide Total Cover. See also âCover.â If the creator of an area of effect places it at an unseen point and an obstructionâsuch as a wallâis between the creator and that point, the point of origin comes into being on the near side of the obstruction.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    : Cone
 Cube
 Cylinder
 Emanation
 Line
 Sphere
 An area of effect has a point of origin, a location from which the effectâs energy erupts. The rules for each shape specify how to position its
                                                
                                            
                                                
                                                     obstruction must provide Total Cover. See also âCover.â If the creator of an area of effect places it at an unseen point and an obstructionâsuch as a wallâis between the creator and that point, the point of origin comes into being on the near side of the obstruction.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     vehicle rules donât cover, fall back on the core rules. For example, if a character wants to leap from one moving vehicle to another, determine whether the character succeeds or not with a Strength
                                                
                                            
                                                
                                                     patrols. The rules for infernal war machines in appendix B are meant to help you adjudicate situations that arise during encounters, but combat involving infernal war machines works best with âtheater
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     on large vinyl mats. Most virtual tabletops for online play simulate miniatures and grids in a digital environment. The following sections expand on the rules in the Playerâs Handbook for depicting
                                                
                                            
                                                
                                                     the table, thatâs fine, but treat the monster as its official size for all rules. For example, you might use a miniature that has a Large base to represent a Huge giant. That giant takes up less
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
                                                    
                                                
                                            
                                                    Credits  Lead Designer: Justice Ramin Arman
 Designer: Dan Dillon
 Rules Developer: Ron Lundeen
 Art Director: Fury Galluzzi
 Lead Editor: Judy Bauer
 Editor: Hannah Rose
 Graphic Designer
                                                
                                            
                                                
                                                    : Paolo Vacala
 Cover Illustrator: Jodie Muir
 Cartographer: Mike Schley
 Interior Illustrators: Stephen Andrade, Mark Behm, Zoltan Boros, AdriĂĄn Ibarra Lugo, Arash Radkia
 
  Premade Character
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    . CHARIOTS
 Chariots and the creatures pulling them work like controlled mounts, as described in the mounted combat rules in the Playerâs Handbook, but with the following differences:
  
Mounting or
                                                
                                            
                                                
                                                     dismounting a chariot costs you 5 feet of movement, rather than a number of feet equal to half your speed. 
Being mounted on a chariot grants you half cover. 
A chariotâs speed is equal to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     Modifiers. The DM determines whether the target has Cover (see the next section) and whether you have Advantage or Disadvantage against the target. In addition, spells, special abilities, and other
                                                
                                            
                                                
                                                     effects can apply penalties or bonuses to your attack roll. Resolve the Attack. Make the attack roll, as detailed earlier in this chapter. On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     in nearby chambers. Stalagmites. These upthrust spires of rock can provide cover (see âCoverâ in the Basic Rules). Stream. The stream that flows through the complex is only 2 feet deep, cold, and slow
                                                
                                            
                                                
                                                     Basic Rules). Sound. The sound of water in the cave muffles noises to any creatures that arenât listening carefully. Creatures can make a DC 15 Wisdom (Perception) check to attempt to hear activity
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     target within your attack's range: a creature, an object, or a location. 2. Determine modifiers. The DM determines whether the target has cover and whether you have advantage or disadvantage against the
                                                
                                            
                                                
                                                     the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage. If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     tunnel. A buried creature is blinded and restrained, has total cover against attacks, and begins to suffocate when it runs out of breath (see âSuffocationâ in the Basic Rules). Only a creature that is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     Modifiers. The DM determines whether the target has Cover (see the next section) and whether you have Advantage or Disadvantage against the target. In addition, spells, special abilities, and other
                                                
                                            
                                                
                                                     effects can apply penalties or bonuses to your attack roll. Resolve the Attack. Make the attack roll, as detailed earlier in this chapter. On a hit, you roll damage unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    Special Travel Pace The rules on travel pace in the Playerâs Handbook assume that a group of travelers adopts a pace that, over time, is unaffected by the individual membersâ walking speeds. The
                                                
                                            
                                                
                                                     rules: In 1 minute, you can move a number of feet equal to your speed times 10. In 1 hour, you can move a number of miles equal to your speed divided by 10. For daily travel, multiply your hourly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     light sources or darkvision. Stalagmites. Found in many of the natural caverns, these spires of rock rise up from the floor and can be used for cover (see âCoverâ in the Basic Rules). BOOMING WAVES
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     should also consider using miniatures. The Playerâs Handbook offers simple rules for depicting combat using miniature figures on a grid. This section expands on that material. Tactical Maps You can draw
                                                
                                            
                                                
                                                     monster takes up an amount of space different from whatâs on the table, thatâs fine, but treat the monster as its official size for all other rules. For example, you might use a miniature that has a
                                                
                                            
                                        
                                                     compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Forgotten Realms: Heroes of Faerûn
                                                    
                                                
                                            
                                                     Somerville
 Rules Developers: Jeremy Crawford (lead), Makenzie De Armas, Ron Lundeen, Ben Petrisor, Patrick Renie
 Editors: Adrian Ng Di Spaltro (lead), Judy Bauer, Michele Carter, James Wyatt
 Art
                                                
                                            
                                                
                                                     Director: Emi Tanji
 Graphic Designers: Matt Cole (lead), Jino Choi, Meagan Kenreck, Paolo Vacala
 Cover Illustrators: Billy Christian, Dominik Mayer
 Interior Illustrators: Helder Almeida, Helge C
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     attacks and cast spells against other creatures within range. Apply the normal rules for cover, terrain, and so on to the attacks and spells. Chase participants canât normally make opportunity attacks
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    , Richard Whitters
 Lead Rules Developer: Jeremy Crawford
 Managing Editors: Jeremy Crawford, Christopher Perkins
 Editors: Michele Carter, Scott Fitzgerald Gray
 Editorial Assistance: Matt Sernett
                                                
                                            
                                                
                                                    
 Art Director: Kate Irwin
 Additional Art Direction: Shauna Narciso, Richard Whitters
 Graphic Designer: Emi Tanji
 Cover Illustrator: Ben Oliver
 Interior Illustrators: Mark Behm, Eric Belisle
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Credits  Compilers: Kim Mohan, Mike Mearls
 Lead Rules Developer: Jeremy Crawford
 Fifth Edition Conversion: Chris Sims, Sean K Reynolds, Jennifer Clarke Wilkes
 Managing Editor: Jeremy Crawford
                                                
                                            
                                                
                                                     Designer: Emi Tanji
 Cover Illustrator: Tyler Jacobson
 Interior Illustrators: Mark Behm, Eric Belisle, Zoltan Boros, Noah Bradley, Sam Carr, Jedd Chevrier, Bud Cook, Olga Drebas, Wayne England, Lake
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     privacy screen, and an empty chest with clawed feet decorate the room. Fancy rugs cover the floor.
 Arch. Embedded in the middle of the north wall is a stone arch.
 Arch Gate to Level 11 Carved into
                                                
                                            
                                                
                                                     the archâs keystone is a hand clutching a lit torch. The arch is one of Halasterâs magic gates (see âGatesâ), and its rules are as follows: If a lit torch is brought within 5 feet of the arch, the gate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     âCoverâ in the Basic Rules). DISGUISED CHARACTERS
 Rather than storm Cragmaw Castle with weapons in hand, clever characters might try to talk their way inside. For example, they might don the scarlet
                                                
                                            
                                                
                                                     outside ground level, 4 feet above the interior floor level, 8 inches wide, and 4 feet high. A creature on one side of an arrow slit gains three-quarters cover against attacks from the other side (see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Areas of Effect Spells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once. A spell's description specifies its area of effect, which typically
                                                
                                            
                                                
                                                     has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     a life-threatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a day. Travel Pace While traveling, a group of adventurers can move at a
                                                
                                            
                                                
                                                     on beyond that limit, at the risk of exhaustion. For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must
                                                
                                            
                                        
                                                     compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Forgotten Realms: Adventures in Faerûn
                                                    
                                                
                                            
                                                    . Sims, David Somerville
 Rules Developers: Jeremy Crawford (lead), Makenzie De Armas, Ron Lundeen, Ben Petrisor, Patrick Renie
 Editors: Adrian Ng Di Spaltro (lead), Judy Bauer, Michele Carter, Pam
                                                
                                            
                                                
                                                     Punzalan, James Wyatt
 Art Director: Emi Tanji
 Graphic Designers: Matt Cole (lead), Jino Choi, Meagan Kenreck, Paolo Vacala, Bowen Welles
 Cover Illustrators: Billy Christian, Dominik Mayer
 Interior
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     a life-threatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a day. Travel Pace While traveling, a group of adventurers can move at a
                                                
                                            
                                                
                                                     characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     following parts. Creature Type. A characterâs species determines the characterâs creature type, which is described in the rules glossary. Every species in this chapter is Humanoid; playable non
                                                
                                            
                                                
                                                    -Humanoid species appear in other D&D books. Size. Your characterâs species determines the characterâs size. Individuals within a species cover a wide range of heights, and some species include such diversity
                                                
                                            
                                        






