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                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    Choose a creature within range that has 0 Hit Points and isnât dead. The creature becomes Stable.
Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     within the garden.
Legendary Resistance (3/Day). If the Gardener fails a saving throw, they can choose to succeed instead.
Unfettered Steps. The Gardener is unaffected by difficult
                                                
                                            
                                                
                                                     unconscious condition but is stable instead of dying.
Breath of Tranquility (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Breath of Tranquility"}. The Gardener exhales soporific
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Siege Monster. The dragon deals double damage to objects and structures.
Unusual Nature. The
                                                
                                            
                                                
                                                     tadpoles infesting the creature are killed instantly, ending the effect on the creature.
If a Humanoid is reduced to 0 hit points while infested, the creature is stable but remains unconscious for 6d12
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     addition, Arastaâs children immediately swarm over her body to protect her, granting her 100 temporary hit points.
Legendary Resistance (3/Day). If Arasta fails a saving throw, she can choose to
                                                
                                            
                                                
                                                    ","rollDamageType":"poison"} poison damage on a failed save, or half as much damage on a successful one. If the damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Spare the Dying Necromancy Cantrip (Cleric, Druid) Casting Time: Action
 Range: 15 feet
 Components: V, S
 Duration: Instantaneous
 Choose a creature within range that has 0 Hit Points and isnât
                                                
                                            
                                                
                                                     dead. The creature becomes Stable. Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Spare the Dying Necromancy Cantrip (Cleric, Druid) Casting Time: Action
 Range: 15 feet
 Components: V, S
 Duration: Instantaneous
 Choose a creature within range that has 0 Hit Points and isnât
                                                
                                            
                                                
                                                     dead. The creature becomes Stable. Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                     Riots, with your own performance.
Skill Proficiencies: Acrobatics, Performance
Languages: Choose either Abyssal or Giant
Tool Proficiencies: One type of musical instrument
                                                
                                            
                                                
                                                     standard circus-style acrobatics with fire, wrought-iron spikes and hooks, and monsters. You can roll a d8 or choose from the options in the Performance Options table to determine your preferred
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    5. Village Well and Square A well stands at the center of the village square. Four buildings surround it: an empty shrine, a wheelwrightâs shop, a tavern, and a stable.
 Timber merchants, woodsfolk
                                                
                                            
                                                
                                                    , and others haggle over the finer lumber here, and wagons carry supplies. See areas 2, area 3, and area 4 for more information about the tavern, the stable, and the shrine. The well is 40 feet deep
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    5. Village Well and Square A well stands at the center of the village square. Four buildings surround it: an empty shrine, a wheelwrightâs shop, a tavern, and a stable. Timber merchants, woodsfolk
                                                
                                            
                                                
                                                    , and others haggle over the finer lumber here, and wagons carry supplies. See areas 2, 3, and 4 for more information about the tavern, the stable, and the shrine. The well is 40 feet deep, cold, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , along with their thralls and the remnants of the third spirit naga, Hexacali, who was destroyed and transformed into a bone naga by the yuan-ti. The spirit nagas maintain a stable of thralls and use a rod
                                                
                                            
                                                
                                                     the duration of the charm effect to 12 hours. Humanoid thralls that resist the rodâs magic often choose to maintain the appearance of being charmed for the sake of their own survival, because the nagas
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    /Day). If the Gardener fails a saving throw, they can choose to succeed instead.
 Unfettered Steps. The Gardener is unaffected by difficult terrain.
 Actions
 Multiattack. The Gardener makes two
                                                
                                            
                                                
                                                     the Gardener wills it to (no action required). A creature reduced to 0 hit points by the vine has the unconscious condition but is stable instead of dying.
 Breath of Tranquility (Recharge 5â6). The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. At the start of each week or month (your choice), choose a lifestyle from the
                                                
                                            
                                                
                                                     represent a fortune by their standards. You are beneath the notice of most people. Squalid. You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. At the start of each week or month (your choice), choose a lifestyle from the
                                                
                                            
                                                
                                                     your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people. Squalid. You live in a leaky stable, a mud-floored hut just outside
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    . If youâre using a species from an older book, ignore those increases and use only the ones given by your background.
 Also, if the background you choose doesnât provide a feat, you gain an Origin feat
                                                
                                            
                                                
                                                       
     
    Constitution   1d4 High Constitution Low Constitution   1 Energetic Frail 2 Hale Squeamish 3 Hearty Lethargic 4 Stable Fragile   
     
    Intelligence   1d4 High Intelligence Low
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     books include ability score increases. If youâre using a species from an older book, ignore those increases and use only the ones given by your background.
 Also, if the background you choose doesnât
                                                
                                            
                                                
                                                     Unsteady   Constitution   1d4 High Constitution Low Constitution   1 Energetic Frail 2 Hale Squeamish 3 Hearty Lethargic 4 Stable Fragile   Intelligence   1d4 High Intelligence Low Intelligence   1 Decisive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     are typical of the places white dragons seek out to make their homes. White dragons enjoy the mournful sound of the wind and frequently choose lairs with long, winding tunnels down which icy gusts can
                                                
                                            
                                                
                                                     where the dragon rests and stores the bulk of the dragonâs hoard. The cave opens onto a narrow stone shelf that juts out from the grottoâs walls and nearly encircles it. The shelf is stable but icy, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     or choose a result from the Peryton Superstitions table to inspire why a peryton steals hearts.  Peryton Superstitions   1d4 If a Peryton Collects Enough Hearts...   1 The hearts grant an evil wish. 2
                                                
                                            
                                                
                                                    ) Poison damage. If this damage reduces the target to 0 Hit Points, the target becomes Stable, and it has the Poisoned condition for 1 hour. While Poisoned, the target also has the Paralyzed condition
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (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
                                                
                                            
                                                
                                                    , as if affected by the antipathy effect of the antipathy/sympathy spell. 41â45 The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     can choose to succeed instead.
 Siege Monster. The dragon deals double damage to objects and structures.
 Unusual Nature. The dragon doesnât require air or sleep.
 Actions
 Multiattack. The dragon
                                                
                                            
                                                
                                                     infested, the creature is stable but remains unconscious for 6d12 hours. When the period of unconsciousness ends, the creature transforms into a mind flayer (see the Monster Manual) with all its hit points
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     room didnât exist when they were alive, the spirit interacts with a space others canât see (such as a stable, stairwell, or training hall). 
   14â15  The spirit lurks in an unexpected place, such as
                                                
                                            
                                                
                                                     the house, one character suffers a nightmare. Choose a character at random or one who has a Dark Gift or background that makes them sensitive to visions of the past. If none of the characters sleep
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     a lodestar. The lodestar has become a standard currency accepted in transactions throughout the Outlands. However, the currency isnât as stable as its prevalence suggests. Due to its reputation for
                                                
                                            
                                                
                                                     are still present in the form of awakened Bytopian trees and lawful Celestials who know a lie when they hear one. CoupleOfKooks  âCome on down to Forbiâs Fixers, located across from Ooze Choose in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     in the Blacklake District known as the Stable Quiver. Sheâs a shapeshifter, so I canât say for sure what sheâll look like when you locate her. You can suss her out with the passphrase âThatâs a big
                                                
                                            
                                                
                                                     it more like, âThis is a task from Omin, so weâre going to drop everything and do it TODAY!!!â)
 â Rosie Beestinger
 The Stable Quiver When the characters arrive in Neverwinter, they find themselves
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     protect her, granting her 100 temporary hit points.
 Legendary Resistance (3/Day). If Arasta fails a saving throw, she can choose to succeed instead.
 Magic Resistance. Arasta has advantage on saving
                                                
                                            
                                                
                                                     the damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
 Claws. Melee Weapon Attack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    ) Piercing damage plus 7 (3d4) Necrotic damage. If the target is reduced to 0 Hit Points by this attack, the target becomes Stable but has the Poisoned condition for 1 hour. While it has the Poisoned
                                                
                                            
                                                
                                                    ). If the vampire fails a saving throw, it can choose to succeed instead.
 Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     encounter on the trail. Alternatively, you can forgo rolling and simply choose an encounter from the table.
   Theater of the Mind. While the âBandit Ambushâ encounter later in this region uses a map
                                                
                                            
                                                
                                                     Hit Points by Pral or his cohorts has the Unconscious condition but is Stable. If all the characters are defeated by Pralâs band, they wake up 1 hour later on the trail with 1 Hit Pointâand 10 fewer
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     giants. If the characters stay at the Calling Horns Inn for a night, they and Tamalin are awakened in the wee hours by a strange racket. Two trolls are trying to claw their way into the innâs stable to
                                                
                                            
                                                
                                                     characters can choose to keep their distance and avoid conflict, or they can engage the ravenous fire giant and her troll in battle. Zaastrid and the troll fight to the death. If the characters return to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     Weapons and armor with unusual abilities can be forged here, though their enchantments are not always stable. 3 The area is dotted with pools of molten earth and fissures of scalding water, from which
                                                
                                            
                                                
                                                     creature that succeeds on a DC 14 Wisdom (Nature) check as an action can alter a 20-by-20-foot square of terrain in some way. For example, they might choose to turn the earth to mud, cause stony spikes
                                                
                                            
                                        






