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Returning 35 results for 'some of rules distance various'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be spoken (though misdirection and riddles are always welcome). To
of Eldraine. They draw power from motes of light found throughout the wilds, and they use their innate illusory magic to power and embellish their various weapons.
The high fae are ruled by Talion
Backgrounds
Mythic Odysseys of Theros
While many athletes practice various games and events, most excel at a single form of competition. Roll or choose from the options in the Favored Event table to determine the athletic event in which you
excel.
Favored Event
d8
Favored Event
1
Marathon
2
Long-distance running
3
Wrestling
4
Boxing
5
Chariot or horse race
6
Pankration (mixed
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be
embellish their various weapons.
The high fae are ruled by Talion, the Kindly Lord. Talion is as strange, ancient, and fickle as the wilds of Eldraine, and the Kindly Lord demands fealty and respect from
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, embodying the natural splendor and danger of the wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must
throughout the wilds, and they use their innate illusory magic to power and embellish their various weapons.
The high fae are ruled by Talion, the Kindly Lord. Talion is as strange, ancient, and fickle as
Magic Items
Icewind Dale: Rime of the Frostmaiden
Weave that can be harnessed for various purposes. For example, Netherese mages used mythallars to keep their cities aloft and empower their magic items. The bigger the mythallar, the more magic it can
rest within 30 feet of it, meditating on the mythallar. Up to eight creatures can be attuned to it at one time; otherwise, the Ythryn mythallar follows the attunement rules in the Dungeon Master&rsquo
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
untamed wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always be repaid, promises must be honored
innate illusory magic to power and embellish their various weapons.
The high fae are ruled by Talion, the Kindly Lord. Talion is as strange, ancient, and fickle as the wilds of Eldraine, and the Kindly
Reborn
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Van Richten’s Guide to Ravenloft
to those of various undead or constructs. The Reborn Origins table provides suggestions for how your character became reborn.
Reborn Origins
d8
Origins
1
You were magically
, but you aren’t any longer. You now possess only your lineage’s racial traits.
When you create a character using a lineage option, follow these additional rules during character creation
Dhampir
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Van Richten’s Guide to Ravenloft
others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.
Dhampir Hungers
Every dhampir knows a thirst slaked only by the living. Those who
lineage option, follow these additional rules during character creation.
Ability Score Increases
When determining your ability scores, you increase one of those scores by 2 and increase a different
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Rules Definitions Here are definitions of various rules.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rules Definitions Here are definitions of various rules.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
speed never close the distance between each other. This set of rules can make chases more exciting by introducing random elements.
Chases Strict application of the movement rules can turn a potentially exciting chase into a dull, predictable affair. Faster creatures always catch up to slower ones, while creatures with the same
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Ship Stat Blocks To aid in running adventures where ships engage in combat, undertake precise navigation, or face situations where their various capabilities become relevant, the following section presents new rules and stat blocks for a spectrum of vessels.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Movement and Position In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand. On your turn, you can move a distance up to your speed. You
can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, climbing, and swimming. These different modes of movement can be
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and predictable. Faster creatures always catch up to slower ones, while creatures with the same Speed never close the distance between each other. Use the following rules to introduce random elements
Chases Simon Dominic An exciting chase nears its conclusion The rules for movement in combat don’t translate to every situation. In particular, they can make a potentially thrilling chase seem dull
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Spelljamming Ships This section provides descriptions of various spelljamming vessels and rules that can be used when running encounters aboard them. While using an astral projection spell to traverse the Astral Sea,
Mordenkainen the wizard happens upon a spelljamming ship
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Manual before proceeding further. That book explains stat block terminology and gives rules for various monster traits—information that isn’t repeated here.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Appendix C: Monsters This appendix describes creatures that appear in the adventures, presenting them in alphabetical order. The introduction of the Monster Manual explains stat block terminology and gives rules for various monster traits. Monsters are presented here in alphabetical order.
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
arriving before their supplies run out. This section references the rules and guidance in the “Journeys in the Skies” section of chapter 7 of Eberron: Forge of the Artificer. Weather At the beginning of each
travel day, roll 1d6 and consult the Airship Travel Weather table to determine the weather the characters face that day. This weather also determines the encounter distance and DC for Wisdom
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Movement and Position In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand. On your turn, you can move a distance up to your speed. You
can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, climbing, and swimming. These different modes of movement can be
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
before proceeding further. It explains stat block terminology and gives rules for various monster traits—information that isn’t repeated here.
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
Monster Manual before proceeding further. It explains stat block terminology and gives rules for various monster traits—information that isn’t repeated here.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Condition A condition is a temporary game state. The definition of a condition says how it affects its recipient, and various rules define how to end a condition. This glossary defines these
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Condition A condition is a temporary game state. The definition of a condition says how it affects its recipient, and various rules define how to end a condition. This glossary defines these
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
(Athletics) check, setting the jump’s DC based on the distance between the two vehicles (as well as other factors, as appropriate). Keep it fun and fast-paced, and push the rules aside when they get in the way.
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 “theater
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the game. It includes information on the various races, classes, backgrounds, equipment, and other customization options that you can choose from. Many of the rules in part 1 rely on material in parts
Using This Book The Player’s Handbook is divided into three parts. Part 1 (chapters 1–6) is about creating a character, providing the rules and guidance you need to make the character you’ll play in
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
spells, magical spellbooks, artifacts, and magic-infused tattoos—available for both player characters and monsters to use. Chapter 4 holds various rules that a DM may incorporate into a campaign, including
rules on sidekicks who level up with the player characters and on supernatural environments. The chapter ends with a collection of puzzles ready to be deployed in any adventure that the DM would like to spice up with some puzzling.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
includes information on the various races, classes, backgrounds, equipment, and other customization options that you can choose from. Many of the rules in part 1 rely on material in parts 2 and 3
Using These Rules The D&D Basic Rules document has four main parts.
Part 1 is about creating a character, providing the rules and guidance you need to make the character you’ll play in the game. It
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
block format, read the introduction of the Monster Manual before proceeding further. It explains stat block terminology and gives rules for various monster traits—information that isn’t repeated here.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, Intelligence Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand The secrets of gunpowder weapons have been discovered in various corners of the D&D
multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master’s Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Ship-to-Ship Combat The following rules are designed to make ship-to-ship combat simple yet exciting. Starting Distance At the start of an engagement, the DM decides how far a ship is from its
enemies. Three possibilities are provided in the Starting Encounter Distance table. The shorter the distance, the less time crews have to load weapons and make other preparations. Starting Encounter
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Going Mad Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as contact other plane and symbol, can cause insanity, and you can use the madness rules here
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
increased pace again (see “Equipment” for a selection of mounts for sale). The “DM’s Toolbox” has rules that affect which pace you can choose in certain types of terrain. Travel Pace Distance
the DM might have you use the travel pace rules below. If you need to know how fast you can move when every second matters, see the movement rules in “Combat” later in this chapter. Marching Order
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
book explains stat block terminology and gives rules for various monster traits—information that isn’t repeated here. A collection of heroes and villains for The World’s Greatest Roleplaying Game
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the DM might have you use the travel pace rules below. If you need to know how fast you can move when every second matters, see the movement rules in “Combat” later in this chapter. Marching Order
the party can move in a period of time; if riding horses or other mounts, the group can move twice that distance for 1 hour, after which the mounts need a Short or Long Rest before they can move at that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Distance table can help you determine the hearing range, and the following sections address visibility. If one group tries to hide from the other, use the rules in the Player’s Handbook. Audible Distance
tools for you. This section offers guidance to help you use the Perception rules in the Player’s Handbook. When to Call for a Check An important time to call for a Wisdom (Perception) check is when