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Returning 35 results for 'part are and his can’t'.
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part are and his cast
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Prosthetic Limb Wondrous item, common This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it
replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die. Prosthetic Limb (Arm)
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Prosthetic Limb Wondrous item, common This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it
replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die. Prosthetic Limb (Arm)
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Prosthetic Limb Wondrous item, common This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it
replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
part it replaces. You can detach or reattach it as a Magic action, and it can’t be removed against your will while you are alive.
Prosthetic Limb Wondrous Item, Common This magic item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Prosthetic Limb Wondrous item, common This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it
replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
part it replaces. You can detach or reattach it as a Magic action, and it can’t be removed against your will while you are alive.
Prosthetic Limb Wondrous Item, Common This magic item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Part 3: Fire in the Galley! A fire has erupted on the Cargo Deck where Petty Officer Ryeback has set up his galley. Smoke from the fire spreads from the Cargo Deck to the Hollow Deck, but it doesn’t cross the ship’s gravity plane and can’t be detected on the Command Deck or Meditation Deck.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
grapple only one creature at a time with that part, and the grappler can’t use that part to target another creature unless it ends the grapple. Ending a Grapple. A Grappled creature can use its
creature must have a hand free to grapple another creature. Some stat blocks and game effects allow a creature to grapple using a tentacle, a maw, or another body part. Whatever part a grappler uses, it can
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Part 3: Fire in the Galley! A fire has erupted on the Cargo Deck where Petty Officer Ryeback has set up his galley. Smoke from the fire spreads from the Cargo Deck to the Hollow Deck, but it doesn’t cross the ship’s gravity plane and can’t be detected on the Command Deck or Meditation Deck.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
grapple only one creature at a time with that part, and the grappler can’t use that part to target another creature unless it ends the grapple. Ending a Grapple. A Grappled creature can use its
creature must have a hand free to grapple another creature. Some stat blocks and game effects allow a creature to grapple using a tentacle, a maw, or another body part. Whatever part a grappler uses, it can
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
grapple only one creature at a time with that part, and the grappler can’t use that part to target another creature unless it ends the grapple. Ending a Grapple. A Grappled creature can use its
creature must have a hand free to grapple another creature. Some stat blocks and game effects allow a creature to grapple using a tentacle, a maw, or another body part. Whatever part a grappler uses, it can
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
grapple only one creature at a time with that part, and the grappler can’t use that part to target another creature unless it ends the grapple. Ending a Grapple. A Grappled creature can use its
creature must have a hand free to grapple another creature. Some stat blocks and game effects allow a creature to grapple using a tentacle, a maw, or another body part. Whatever part a grappler uses, it can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
campaign that the adventure can’t address. Published adventures also provide inspiration. You might not use an adventure as written, but it might spur ideas, or you can pull out one part of it and
can’t account for every action the characters might take. The nice thing about published adventures is that they allow you to focus your game preparation time on highlighting plot developments in your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
campaign that the adventure can’t address. Published adventures also provide inspiration. You might not use an adventure as written, but it might spur ideas, or you can pull out one part of it and
can’t account for every action the characters might take. The nice thing about published adventures is that they allow you to focus your game preparation time on highlighting plot developments in your
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
-based locomotion have a walking speed of 0 feet. Some of the creatures in this adventure have one or more additional movement modes: Burrow. A creature that has a burrowing speed can use all or part
of its movement to move through sand, earth, mud, or ice. It can’t burrow through solid rock unless it has a special trait that allows it to do so. Fly. A creature that has a flying speed can use all
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
-based locomotion have a walking speed of 0 feet. Some of the creatures in this adventure have one or more additional movement modes: Burrow. A creature that has a burrowing speed can use all or part
of its movement to move through sand, earth, mud, or ice. It can’t burrow through solid rock unless it has a special trait that allows it to do so. Fly. A creature that has a flying speed can use all
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can’t reproduce. A few multiply and become part of the guild’s standard menagerie.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Part 3: The Spider’s Web In this part of the adventure, the characters follow up on existing leads and lines of inquiry. They can’t learn much more in Phandalin, so they need to set out into the
retrieve his map. Each of these possible quests has its own section in this part of the adventure. The characters can remain in Phandalin long enough to rest up and purchase supplies. When they’re done, have them pick a storyline to investigate, then set out for the appropriate destination.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Part 3: The Spider’s Web In this part of the adventure, the characters follow up on existing leads and lines of inquiry. They can’t learn much more in Phandalin, so they need to set out into the
retrieve his map. Each of these possible quests has its own section in this part of the adventure. The characters can remain in Phandalin long enough to rest up and purchase supplies. When they’re done, have them pick a storyline to investigate, then set out for the appropriate destination.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can’t reproduce. A few multiply and become part of the guild’s standard menagerie.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
move through sand, earth, mud, or ice. It can’t burrow through solid rock unless it has a special trait that allows it to do so. Climb. A creature that has a climbing speed can use all or part of its
locomotion have a walking speed of 0 feet. Many of the creatures herein have one or more additional movement modes. Burrow. A creature that has a burrowing speed can use all or part of its movement to
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
move through sand, earth, mud, or ice. It can’t burrow through solid rock unless it has a special trait that allows it to do so. Climb. A creature that has a climbing speed can use all or part of its
locomotion have a walking speed of 0 feet. Many of the creatures herein have one or more additional movement modes. Burrow. A creature that has a burrowing speed can use all or part of its movement to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
draconians the characters might have encountered in chapter 2 were part of this force. If Vogler can be taken by the traitorous members of the Ironclad Regiment, all the better. If it can’t, the Dragon Army plans to bring its own devastating forces to bear.
Dragon Army—part of the greater army waging war in eastern Ansalon—hatched this plan when they learned the mercenaries would join in the mock battle. The commanders of the Red Dragon Army bought
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
draconians the characters might have encountered in chapter 2 were part of this force. If Vogler can be taken by the traitorous members of the Ironclad Regiment, all the better. If it can’t, the Dragon Army plans to bring its own devastating forces to bear.
Dragon Army—part of the greater army waging war in eastern Ansalon—hatched this plan when they learned the mercenaries would join in the mock battle. The commanders of the Red Dragon Army bought
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
myriad forms, presaging terrifying tales and distinctive dooms. This section provides guidance for creating dramatic curses, either distinct from or as part of curses resulting from magic, monsters
’ actions, or other effects. These curses provide ominously poetic responses to fateful choices and afflictions that last until they’re alleviated by specific remedies. Spells at the characters’ disposal might relieve these curses’ effects temporarily but can’t lift them completely. The price must be paid.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dungeon of the Dead Three Before running this part of the adventure, read the information on the Dead Three in appendix D. Stat blocks for the Dead Three’s followers can be found there as well. The
the Dead Three cultists’ attacks in the city. These attacks are meant to demonstrate to the citizens of Baldur’s Gate that the Flaming Fist can’t protect them.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Q33. Collapsed Ceiling The roof over this part of the mansion has collapsed, creating a twenty-foot-diameter gaping hole with broken rafters bisecting it. Dark storm clouds roll across the sky
difficult terrain. Vladimir Horngaard (see area Q36) can hear visitors climbing over the rubble and can’t be surprised by them.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dungeon of the Dead Three Before running this part of the adventure, read the information on the Dead Three in appendix D. Stat blocks for the Dead Three’s followers can be found there as well. The
the Dead Three cultists’ attacks in the city. These attacks are meant to demonstrate to the citizens of Baldur’s Gate that the Flaming Fist can’t protect them.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
myriad forms, presaging terrifying tales and distinctive dooms. This section provides guidance for creating dramatic curses, either distinct from or as part of curses resulting from magic, monsters
’ actions, or other effects. These curses provide ominously poetic responses to fateful choices and afflictions that last until they’re alleviated by specific remedies. Spells at the characters’ disposal might relieve these curses’ effects temporarily but can’t lift them completely. The price must be paid.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Q33. Collapsed Ceiling The roof over this part of the mansion has collapsed, creating a twenty-foot-diameter gaping hole with broken rafters bisecting it. Dark storm clouds roll across the sky
difficult terrain. Vladimir Horngaard (see area Q36) can hear visitors climbing over the rubble and can’t be surprised by them.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, and the Palace of Heart’s Desire simply by walking into or flying over the border mist, whereupon they are instantly transported to the border of whichever part of Prismeer contains their intended
destination. Most other creatures—including the characters—are forbidden from leaving one part of Prismeer and entering another. Upon reaching the edge of Hither, Thither, Yon, or the palace, they find all
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
keep your eyes open for any sort of manifestation of the Prophecy. You are part detective, part spy. Always keep your eyes open for leads and see where they take you. Sage Wizard. You started out as a
of your house; you are on a grander quest, unraveling a secret that lesser minds can’t comprehend. Your patron could be a daelkyr or your mark may truly be connecting you to some primordial force.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, and the Palace of Heart’s Desire simply by walking into or flying over the border mist, whereupon they are instantly transported to the border of whichever part of Prismeer contains their intended
destination. Most other creatures—including the characters—are forbidden from leaving one part of Prismeer and entering another. Upon reaching the edge of Hither, Thither, Yon, or the palace, they find all
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
keep your eyes open for any sort of manifestation of the Prophecy. You are part detective, part spy. Always keep your eyes open for leads and see where they take you. Sage Wizard. You started out as a
of your house; you are on a grander quest, unraveling a secret that lesser minds can’t comprehend. Your patron could be a daelkyr or your mark may truly be connecting you to some primordial force.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
speed can use that speed to move through sand, earth, mud, or ice. A monster can’t burrow through solid rock unless it has a special trait that allows it to do so. Climb A monster that has a climbing
speed can use all or part of its movement to move on vertical surfaces. The monster doesn’t need to spend extra movement to climb. Fly A monster that has a flying speed can use all or part of its