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                        Returning 21 results for 'rules striking'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Chapter 9: Combat  The clatter of a sword striking against a shield. The terrible rending sound as monstrous claws tear through armor. A brilliant flash of light as a ball of flame blossoms from a
                                                
                                            
                                                
                                                    . This section 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Magic Item Categories Every magic item belongs to a category. The Magic Item Categories table lists the nine categories and provides examples. Rules for the categories appear after the table.  Magic
                                                
                                            
                                                
                                                     Item Categories   Category Examples   Armor +1 Leather Armor, +1 Shield Potions Potion of Healing Rings Ring of Invisibility Rods Immovable Rod Scrolls Spell Scroll Staffs Staff of Striking Wands Wand of Fireballs Weapons +1 Ammunition, +1 Longsword Wondrous Items Bag of Holding, Boots of Elvenkind
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Chapter 9: Combat The clatter of a sword striking against a shield. The terrible rending sound as monstrous claws tear through armor. A brilliant flash of light as a ball of flame blossoms from a
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Making an Attack Whether you're striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure. 1. Choose a target. Pick a
                                                
                                            
                                                
                                                     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->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     checks to climb don’t involve careful searching for holds but let characters bounce up walls or from tree to tree. Warriors stun their opponents by striking pressure points. Flavorful descriptions of
                                                
                                            
                                                
                                                     actions in the game don’t change the nuts and bolts of the rules, but they make all the difference in the feel of a campaign. Similarly, a class doesn’t need new rules to reflect a cultural influence; a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                     is called Spireball. The modron happily explains the game’s rules, its stakes, and the two teams, all of which are detailed below. Good versus Evil Two teams—the Noxious Stampede and the Righteous
                                                
                                            
                                                
                                                     opponents, no matter how low the Noxious Stampede stoops. Spireball Rules Nikki Dawes  Shariel, Star Player of the Righteous Hands Spireball takes place on a flat, triangular diamond surrounded by a ringed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Making an Attack  Whether you’re striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure.
   Choose a target. Pick a
                                                
                                            
                                                
                                                    , unless 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     returns to slumber in its menhir when there are no more enemies in sight. Standing Gate The crystal menhirs are indestructible and form one of Halaster’s magic gates (see “Gates”). Striking either
                                                
                                            
                                                
                                                     is “Kelserath,” but Halaster changes it every few days. The rules of this gate are as follows: The gate opens for 1 minute if a creature speaks the proper command word within 10 feet of it. Characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     the region. Use these to enhance your descriptions or handle situations where rules like lighting or terrain are relevant.
 The rules glossary in the D&D Beyond Basic Rules defines any capitalized
                                                
                                            
                                                
                                                     rules such as Bright Light.
  
  Getting Started 
  To begin, read the following boxed text aloud:
  You travel along a well-kept trail east of the Keep on the Borderlands. Gnarled tree roots and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Darklake Terrain Encounters Special terrain rules are explained after the table.  d10 Terrain   1 Collision 2 Falls or locks 3 Island 4 Low ceiling 5 Rockfall 6 Rough current 7 Run aground 8 Stone
                                                
                                            
                                                
                                                     for each rock striking a vessel separately to see if it overcomes the vessel’s damage threshold. Rough Current The waters here are especially turbulent. If the characters are traveling by boat or raft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Magic Item Categories Every magic item belongs to a category. The Magic Item Categories table lists the nine categories and provides examples. Rules for the categories appear after the table.  Magic
                                                
                                            
                                                
                                                     Item Categories   Category Examples   Armor +1 Leather Armor, +1 Shield Potions Potion of Healing Rings Ring of Invisibility Rods Immovable Rod Scrolls Spell Scroll Staffs Staff of Striking Wands Wand
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    . Empty battlefields are littered with weapons and bones, showing where the legions of the Nine Hells prevailed against invading enemies. The archdevil Zariel rules Avernus, having supplanted her
                                                
                                            
                                                
                                                     Asmodeus’s most loyal and resourceful vassals, and few beings in the multiverse can outwit him. He is more obsessed than most devils with striking deals with mortals in exchange for their souls, and his
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     Zariel rules Avernus, supplanting her rival, Bel, who has fallen out of Asmodeus’s favor and is forced to serve as Zariel’s advisor. Tiamat, the Queen of Evil Dragons, is a prisoner on this layer
                                                
                                            
                                                
                                                     Asmodeus’s most loyal and resourceful vassals, and few beings in the multiverse can outwit him. He is more obsessed than most devils with striking deals with mortals in exchange for their souls, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     of Alaron, is a possession of Amn, where Lady Erliza rules from Caer Westphal. She is the second of her name, noted for her striking resemblance to her great-grandmother, the first Amnian ruler of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     fate. Baphomet The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all
                                                
                                            
                                                
                                                    . Graz’zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     gates (see “Gates”). Striking either menhir with a hard object or targeting one or both with a shatter spell deals no damage, but causes an affected standing stone to emit a loud ringing that awakens
                                                
                                            
                                                
                                                     command word. The current command word is “Yuraj,” but Halaster changes it every few days. The rules of this gate are as follows: The gate opens for 1 minute if a creature speaks the proper command word
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     awake cultists are manning the ballistae or keeping an eye on the storm giant prisoner. For ballista rules and statistics, see the “Siege Equipment” section in chapter 8 of the Dungeon Master’s Guide
                                                
                                            
                                                
                                                     and unconscious while bound in this manner. Four chains bind him. The chains are secured to the hull and must be broken to release the giant from his stasis or free him from the ship’s hold. Striking
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     protective of the pool and attacks intruders. The mephits join in, but unlike the myrmidon, each one reduced to fewer than 10 hit points flees. See area G6 for rules about moving through the river of
                                                
                                            
                                                
                                                     complete. Characters can close the portal only by striking the monolith with Ironfang. When the elemental weapon strikes the monolith, it chips the otherwise indestructible stone, causing the portal to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    : General Features” sidebar for rules on opening doors and lifting portcullises). From the room beyond comes the sound of rushing water from the nearby river. The passage leads to a cold, dark, and vast
                                                
                                            
                                                
                                                     down, they begin to hear distant sounds of a mining operation: picks striking stone and the sound of rocks being shoveled into metal carts. Two salamanders in the service of Zalto patrol the deepest
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     for the rules of conduct (see “Rules of Conduct” in chapter 2). Dubhforgail assumes the characters are Kelek’s minions and demands that they bring her the cake that Kelek promised her (“Eight tiers
                                                
                                            
                                                
                                                     marble surface find the following inscription engraved on it in the Elvish script: “I rule by the verdict of my heart and the slam of my fist.” Striking the table with a clenched fist causes it to emit a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     trap, or failing to disarm it, triggers the trap. When the trap is triggered, a scything blade swings up, striking at any creature within 5 feet of the front of the chest. Affected creatures must make a
                                                
                                            
                                                
                                                     native language of the lizardfolk. You decide the time required to acquire this new language. (The downtime rules in Xanathar’s Guide to Everything provide some guidelines.) The Nature of the
                                                
                                            
                                        





