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Returning 35 results for 'starting current'.
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standing current
sharing current
staring current
starting currents
stirring current
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hag. Over time, “Granny” or “Grampy” convinces the child that it’s okay to do bad deeds—starting with breaking things or wandering without permission, then
tokens at any distance (no action required), whereupon the token retains its current form but loses its magic.Cold
Magic Items
Acquisitions Incorporated
through the mapped area in the next hour. Once you use this feature, you cannot use it again until you finish a long rest.
Map of the Moment
Starting at rank 3, you can use an action to make a DC 15
Wisdom (Perception) check and search your cartographer’s map case to find a map either related to your current mission or inspiring a new one. On a success, you find a map with a prominent
Backgrounds
Guildmasters’ Guide to Ravnica
I’m incapable of admitting a flaw in my logic.
Contacts
The laboratories of the Izzet League are constantly starting up new projects and dissolving old ones, so it’s easy for
An Orzhov banker financed my laboratory’s current work and expects great returns.
8
I have a cousin in the Cult of Rakdos, and we get along quite well.
9
A former attendant from the
Color Spray
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).
Starting with the creature that has the lowest current hit points, each
Sleep
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. Fighting Spirit Starting at 3rd level, your intensity in battle can shield you and help you strike true
. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. Fighting Spirit Starting at 3rd level, your intensity in battle can shield you and help you strike true
. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper
slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper
slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper
slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper
slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
invisible fish scales. Their hair can resemble seaweed, waving as if in a current, or it can even be like water itself. As a water genasi, you have the following traits. Creature Type. You are a
. You have resistance to acid damage. Amphibious. You can breathe air and water. Call to the Wave. You know the acid splash cantrip. Starting at 3rd level, you can cast the create or destroy water spell
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
invisible fish scales. Their hair can resemble seaweed, waving as if in a current, or it can even be like water itself. As a water genasi, you have the following traits. Creature Type. You are a
. You have resistance to acid damage. Amphibious. You can breathe air and water. Call to the Wave. You know the acid splash cantrip. Starting at 3rd level, you can cast the create or destroy water spell
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
inventive. You can help spur their creativity with a few questions about their characters: Are you a native, born and raised in the area? If so, who’s your family? What’s your current occupation? Are you
enemies? Listen to the players’ ideas, and say yes if you can. Even if you want all the characters to have grown up in the starting town, consider allowing a recent arrival or a transplant if the player’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
inventive. You can help spur their creativity with a few questions about their characters: Are you a native, born and raised in the area? If so, who’s your family? What’s your current occupation? Are you
enemies? Listen to the players’ ideas, and say yes if you can. Even if you want all the characters to have grown up in the starting town, consider allowing a recent arrival or a transplant if the player’s
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn. Tipsy Sway Starting at 6th level
within 5 feet of you. Drunkard’s Luck Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn. Tipsy Sway Starting at 6th level
within 5 feet of you. Drunkard’s Luck Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest. Radiant Soul Starting at 6th level, your link to the Celestial allows
fire damage roll of that spell against one of its targets. Celestial Resilience Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
replaced by the eastern portion of the Kron Hills and the western border of the Gnarley Forest. Instead of Red Larch, the starting town of the adventure is Hommlet. The adventure content described in
. Instead, the huge underground stronghold the player characters explore in chapter 4 is the subterranean fortress constructed by an older incarnation of the Cult of Elemental Evil, which has now been reoccupied by the current group of elemental prophets and their followers.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
monsters, placed in Initiative order in a stack you cycle through A hidden list allows you to track combatants who haven’t been revealed yet, and you can use the list as a place to record the current
Hit Points of monsters, as well as other useful notes. If you use this approach, you tell the players when it’s their characters’ turn. When you call out the character whose turn is starting, consider
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest. Radiant Soul Starting at 6th level, your link to the Celestial allows
fire damage roll of that spell against one of its targets. Celestial Resilience Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
replaced by the eastern portion of the Kron Hills and the western border of the Gnarley Forest. Instead of Red Larch, the starting town of the adventure is Hommlet. The adventure content described in
. Instead, the huge underground stronghold the player characters explore in chapter 4 is the subterranean fortress constructed by an older incarnation of the Cult of Elemental Evil, which has now been reoccupied by the current group of elemental prophets and their followers.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
monsters, placed in Initiative order in a stack you cycle through A hidden list allows you to track combatants who haven’t been revealed yet, and you can use the list as a place to record the current
Hit Points of monsters, as well as other useful notes. If you use this approach, you tell the players when it’s their characters’ turn. When you call out the character whose turn is starting, consider
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
that uses either of those skills. Channel Divinity: Knowledge of the Ages Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one
its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
that uses either of those skills. Channel Divinity: Knowledge of the Ages Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one
its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute. During that time, you can use your action to end this effect and cast
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
magic item, put a check mark in one of the empty circles corresponding to the item’s rarity and the current level range of the characters. If the characters gain a magic item of a rarity that has no
unchecked circles at the current level range, check off an empty circle from a lower tier. If all lower level ranges also have no circles left, check off an empty circle from a higher level range. Random
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
magic item, put a check mark in one of the empty circles corresponding to the item’s rarity and the current level range of the characters. If the characters gain a magic item of a rarity that has no
unchecked circles at the current level range, check off an empty circle from a lower tier. If all lower level ranges also have no circles left, check off an empty circle from a higher level range. Random
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
NPCs they’d know about (see “Starting Location”). Key Events. Describe any current or past events that help frame the campaign. For example, the campaign might start on the heels of a great war or on the
the larger campaign. Starting Level. What level are the characters when they start? Many D&D campaigns start the characters at level 1. If you want the characters to be a bit more resilient and your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
NPCs they’d know about (see “Starting Location”). Key Events. Describe any current or past events that help frame the campaign. For example, the campaign might start on the heels of a great war or on the
the larger campaign. Starting Level. What level are the characters when they start? Many D&D campaigns start the characters at level 1. If you want the characters to be a bit more resilient and your
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. Born to the Saddle Starting at 3rd level, your mastery as a rider becomes apparent. You
, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. Unwavering Mark Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
adventure rarely resurface to trouble the characters again. If your game group plays infrequently, an episodic campaign might be ideal because the players can enjoy the current adventure even if they’ve
forgotten the details of earlier adventures. Starting a New Episode. In an episodic campaign, the start of a new adventure doesn’t necessarily have any connection to the end of the last one. The action