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Returning 35 results for 'player allows and his connects'.
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Magic Items
Dungeon Master’s Guide
Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can
Efficient Quiver
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Magic Items
Basic Rules (2014)
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold
races
Mordenkainen Presents: Monsters of the Multiverse
formidable build, bugbears are quiet skulkers, thanks to a fey magic that allows them to hide in spaces seemingly too small for them.
Creating Your Character
At 1st level, you choose whether your
character. The Player’s Handbook offers a list of 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Quiver of Ehlonna Wondrous item, uncommon Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Quiver of Ehlonna Wondrous Item, Uncommon Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Quiver of Ehlonna Wondrous Item, Uncommon Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Quiver of Ehlonna Wondrous Item, Uncommon Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Efficient Quiver Wondrous item, uncommon Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Quiver of Ehlonna Wondrous Item, Uncommon Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Efficient Quiver Wondrous item, uncommon Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Quiver of Ehlonna Wondrous item, uncommon Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
night. One of the bridges connects to a skycoach parking station, which houses several of those vehicles. Other bridges lead to an elevator, garden overlooks, and staircases that take pedestrians farther up and down into the city. Map 4.11: Sharn Heights View Player Version
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
night. One of the bridges connects to a skycoach parking station, which houses several of those vehicles. Other bridges lead to an elevator, garden overlooks, and staircases that take pedestrians farther up and down into the city. Map 4.11: Sharn Heights View Player Version
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
arose from the kingdom’s ashes, and the Treaty of Thronehold that helps keeps the peace between the nations of Khorvaire, see the introduction of this book. An excellent system of roads connects the
central nations of Khorvaire, and travelers can always make their way by horse or coach. Major cities are linked by the lightning rail of House Orien, which allows one to avoid the perils—and tedium—of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
arose from the kingdom’s ashes, and the Treaty of Thronehold that helps keeps the peace between the nations of Khorvaire, see the introduction of this book. An excellent system of roads connects the
central nations of Khorvaire, and travelers can always make their way by horse or coach. Major cities are linked by the lightning rail of House Orien, which allows one to avoid the perils—and tedium—of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the hero point allows the player to roll a d6 and add it to the d20, possibly turning a failure into a success. A player can spend only 1 hero point per roll. In addition, whenever a character fails a death saving throw, the player can spend one hero point to turn the failure into a success.
starts with 5 hero points at 1st level. Each time the character gains a level, he or she loses any unspent hero points and gains a new total equal to 5 + half the character’s level. A player can spend a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the hero point allows the player to roll a d6 and add it to the d20, possibly turning a failure into a success. A player can spend only 1 hero point per roll. In addition, whenever a character fails a death saving throw, the player can spend one hero point to turn the failure into a success.
starts with 5 hero points at 1st level. Each time the character gains a level, he or she loses any unspent hero points and gains a new total equal to 5 + half the character’s level. A player can spend a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Character Death When a character dies, the player has a few options. Soul Binding The rebel Red Wizards can use the mighty magic of the Doomvault, which traps souls, to raise fallen adventurers as
soul-bound dead. If a player chooses this option, the dead character returns to play with no changes. Syranna warns such characters that a soul-bound creature created in this way will die permanently
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. If the player rolled and got a high number but didn’t sense anything amiss, the player would be confident that the baroness wasn’t charmed. With a low roll, a negative answer wouldn’t mean much. A hidden roll allows uncertainty.
Dice Rolling Establish expectations about rolling dice. Rolling in full view of everyone is a good starting point. If you see a player rolling and scooping the dice up before anyone else can see
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Character Death When a character dies, the player has a few options. Soul Binding The rebel Red Wizards can use the mighty magic of the Doomvault, which traps souls, to raise fallen adventurers as
soul-bound dead. If a player chooses this option, the dead character returns to play with no changes. Syranna warns such characters that a soul-bound creature created in this way will die permanently
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. If the player rolled and got a high number but didn’t sense anything amiss, the player would be confident that the baroness wasn’t charmed. With a low roll, a negative answer wouldn’t mean much. A hidden roll allows uncertainty.
Dice Rolling Establish expectations about rolling dice. Rolling in full view of everyone is a good starting point. If you see a player rolling and scooping the dice up before anyone else can see
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
some characteristics of another plane can bleed through into the material world. These places are called manifest zones, and the nature of each one is strongly shaped by the plane it connects to. The
manifest zone tied to Lamannia might have wild vegetation and enhance druidic magic. A manifest zone might include a portal that allows free passage from either plane to the other. The descriptions of other
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Transportation An excellent system of roads connects the central nations of Khorvaire. Travelers can always make their way by horse or coach, which might employ draft animals magebred by House
long-distance travel across land. Major cities in Khorvaire are linked by the lightning rail of House Orien, which allows you to avoid the perils—and tedium—of the roads. The lightning rail uses bound
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
some characteristics of another plane can bleed through into the material world. These places are called manifest zones, and the nature of each one is strongly shaped by the plane it connects to. The
manifest zone tied to Lamannia might have wild vegetation and enhance druidic magic. A manifest zone might include a portal that allows free passage from either plane to the other. The descriptions of other
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Transportation An excellent system of roads connects the central nations of Khorvaire. Travelers can always make their way by horse or coach, which might employ draft animals magebred by House
long-distance travel across land. Major cities in Khorvaire are linked by the lightning rail of House Orien, which allows you to avoid the perils—and tedium—of the roads. The lightning rail uses bound
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Sometimes this is straightforward, as when a feature allows a character to learn useful information about enemies or allies, as with the obviator’s Read the Opposition feature. Sometimes this calls
for a focused collaborative effort between player and DM, as with the cartographer’s Tale of Safe Travel. Where the narrative options in a position’s features lend themselves to interpretation, the DM
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
optional rule is to worry that your players might abuse it, it’s probably not for you. Using Plot Points Each player starts with 1 plot point. During a session, a player can spend that point for one
effect. The effect depends on your group’s approach to this optional rule. Three options are presented below. A player can spend no more than 1 plot point per session. You can increase this limit if
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Sometimes this is straightforward, as when a feature allows a character to learn useful information about enemies or allies, as with the obviator’s Read the Opposition feature. Sometimes this calls
for a focused collaborative effort between player and DM, as with the cartographer’s Tale of Safe Travel. Where the narrative options in a position’s features lend themselves to interpretation, the DM
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the sudden removal of their character upsetting. If taking a character out of play will be too upsetting for the player, use the option that allows the player to play the same character. Before their
Playing a Temporary Character Playing a new character for a brief period can be fun and liberating, giving the player a chance to experiment with new class features in a low-stakes environment. For
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
optional rule is to worry that your players might abuse it, it’s probably not for you. Using Plot Points Each player starts with 1 plot point. During a session, a player can spend that point for one
effect. The effect depends on your group’s approach to this optional rule. Three options are presented below. A player can spend no more than 1 plot point per session. You can increase this limit if
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
full building consists of ten floors, but these locations are the most relevant to the characters’ activities. Map 5.2: kollema hall View Player Version K1. Serenity Quadrants Study areas under the
magic without a buddy!” K6. Infirmary Hall This featureless hall connects the infirmary and the sickroom. K7. Sickroom The six stiff-sheeted beds in this rarely used sickroom provide places for ill or injured students to rest.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
character who allows the possession forgoes the saving throw to resist the effect, and you can allow the player to continue running the character. While possessed, the character gains the following
7. Fidelio’s Folly Chasm. This partially destroyed room is dimly lit by the lava at the bottom of the nearby chasm (see area 40). Past the chasm’s ledge is a spectral bridge that connects two other
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
character who allows the possession forgoes the saving throw to resist the effect, and you can allow the player to continue running the character. While possessed, the character gains the following
7. Fidelio’s Folly Chasm. This partially destroyed room is dimly lit by the lava at the bottom of the nearby chasm (see area 40). Past the chasm’s ledge is a spectral bridge that connects two other
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the sudden removal of their character upsetting. If taking a character out of play will be too upsetting for the player, use the option that allows the player to play the same character. Before their
Playing a Temporary Character Playing a new character for a brief period can be fun and liberating, giving the player a chance to experiment with new class features in a low-stakes environment. For
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
full building consists of ten floors, but these locations are the most relevant to the characters’ activities. Map 5.2: kollema hall View Player Version K1. Serenity Quadrants Study areas under the
magic without a buddy!” K6. Infirmary Hall This featureless hall connects the infirmary and the sickroom. K7. Sickroom The six stiff-sheeted beds in this rarely used sickroom provide places for ill or injured students to rest.