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Returning 26 results for 'walked action'.
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warded action
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Classes
Xanathar's Guide to Everything
;Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day
so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have
Classes
Xanathar's Guide to Everything
;Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day
so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have
Dwarf
Legacy
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Species
Basic Rules (2014)
“Yer late, elf!” came the rough edge of a familiar voice. Bruenor Battlehammer walked up the back of his dead foe, disregarding the fact that the heavy monster lay on top of his elven
industrious labor, skill in battle, and devotion to the forge.
Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
. The tracks indicate that two people walked into the cave within the last hour on their tiptoes. Guiding Player Choices
The adventure here provides advice on how to handle characters doing two very
adventure text.
In this case, nothing else they do is likely to move the action of the adventure forward. If it sounds like they plan to wait outside for something to happen or otherwise spend time
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
. The tracks indicate that two people walked into the cave within the last hour on their tiptoes. Guiding Player Choices
The adventure here provides advice on how to handle characters doing two very
adventure text.
In this case, nothing else they do is likely to move the action of the adventure forward. If it sounds like they plan to wait outside for something to happen or otherwise spend time
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
specific areas, as noted in their descriptions. Others possess a master key that opens all locked doors in the complex. As an action, a character can use thieves’ tools to try to open a locked door
. Secret Doors. A secret door blends in perfectly with the wall that surrounds it. A character who uses an action to examine a stretch of wall can make a DC 15 Wisdom (Perception) check, finding any
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
specific areas, as noted in their descriptions. Others possess a master key that opens all locked doors in the complex. As an action, a character can use thieves’ tools to try to open a locked door
. Secret Doors. A secret door blends in perfectly with the wall that surrounds it. A character who uses an action to examine a stretch of wall can make a DC 15 Wisdom (Perception) check, finding any
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
walked in and out of this entrance recently. All clues point you into the darkness of this cave.
What do you do?
The Adventure Hook
An adventure hook is the challenge, opportunity, situation
start an adventure this way, it generally gets the players into the action faster, but it might also bring some questions.
Sometimes the adventure text answers these questions, and other times it
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
walked in and out of this entrance recently. All clues point you into the darkness of this cave.
What do you do?
The Adventure Hook
An adventure hook is the challenge, opportunity, situation
start an adventure this way, it generally gets the players into the action faster, but it might also bring some questions.
Sometimes the adventure text answers these questions, and other times it
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
nature of destiny: once the natural order of the world had been put in place and preserved, no further action should have been required on her part to maintain it.
The Smoking Strand. Hidden far from
these accursed mortals have walked the Underworld as woe striders, monstrosities endlessly seeking strands of destiny that they might use to replace their own discarded lots.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
nature of destiny: once the natural order of the world had been put in place and preserved, no further action should have been required on her part to maintain it.
The Smoking Strand. Hidden far from
these accursed mortals have walked the Underworld as woe striders, monstrosities endlessly seeking strands of destiny that they might use to replace their own discarded lots.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after
along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the common room of the inn (area 2), as if they had just walked through the main door. You are standing just inside the front door to the Dran & Courtier. Things are a bit different, however. The
attack. Luna, Thalen, Sigil, and Whiskey are hosts for four intellect devourers, having been overcome by those creatures’ Body Thief action. Speaking to any of them and succeeding on a DC 12 Wisdom
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after
along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the common room of the inn (area 2), as if they had just walked through the main door. You are standing just inside the front door to the Dran & Courtier. Things are a bit different, however. The
attack. Luna, Thalen, Sigil, and Whiskey are hosts for four intellect devourers, having been overcome by those creatures’ Body Thief action. Speaking to any of them and succeeding on a DC 12 Wisdom
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
knowing. She’s been smoking her pipe and eyeing you ever since you walked in.
Hlin Trollbane, a neutral good shield dwarf, is a retired bounty hunter with finely honed survival instincts. She is an
, so she advises the characters to isolate Sephek and dispose of him quietly, if such action is called for.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
knowing. She’s been smoking her pipe and eyeing you ever since you walked in.
Hlin Trollbane, a neutral good shield dwarf, is a retired bounty hunter with finely honed survival instincts. She is an
, so she advises the characters to isolate Sephek and dispose of him quietly, if such action is called for.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
out any spell on her list of prepared spells for another wizard spell of the same level. As a bonus action, Valindra can mask her shriveled flesh and appear to be a living elf. This magical illusion
lasts until she ends it as a bonus action or until she uses her Frightening Gaze legendary action. The effect also ends if Valindra drops to 30 hit points or fewer, or if dispel magic is cast on her
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
out any spell on her list of prepared spells for another wizard spell of the same level. As a bonus action, Valindra can mask her shriveled flesh and appear to be a living elf. This magical illusion
lasts until she ends it as a bonus action or until she uses her Frightening Gaze legendary action. The effect also ends if Valindra drops to 30 hit points or fewer, or if dispel magic is cast on her
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Daelkyr The daelkyr are the lords of madness and the emissaries of Xoriat, who invaded Eberron with a host of mind flayers, beholders, and other foul aberrations. Wherever they walked, the daelkyr
the start of its next turn. Belashyrra dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Teleport. As a bonus action, Belashyrra can teleport up to 30 feet to an unoccupied
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Daelkyr The daelkyr are the lords of madness and the emissaries of Xoriat, who invaded Eberron with a host of mind flayers, beholders, and other foul aberrations. Wherever they walked, the daelkyr
the start of its next turn. Belashyrra dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Teleport. As a bonus action, Belashyrra can teleport up to 30 feet to an unoccupied
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, including one in cowled robes who seemed to be a mass of eyes and mouths. There was also a goblin who walked around as if he owned the place. If the characters ask, the goblin matches Splugoth’s smirking
in one room — a ring of free action, forgotten by a guest. 8. Shared Study These areas connect to the four rooms adjacent to them, and contain a table, chairs, and bookshelves. The shared study
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, including one in cowled robes who seemed to be a mass of eyes and mouths. There was also a goblin who walked around as if he owned the place. If the characters ask, the goblin matches Splugoth’s smirking
in one room — a ring of free action, forgotten by a guest. 8. Shared Study These areas connect to the four rooms adjacent to them, and contain a table, chairs, and bookshelves. The shared study
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the compartment. Treasure. One of Archais’s hobbies was the underwater exploration of sunken ships. This compartment contains some of the items he used in that pursuit: a ring of free action, three
.”
By peering through the crevice to the south, the survivors witnessed the undead gathering the slain residents into nets. The monsters walked back into the sea, dragging several of the nets behind
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
militia recognized Dzaan by the way he walked and spoke. They captured him, gagged him, confiscated his spellbook, and condemned him to death. The characters have no opportunity to speak with Dzaan
body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
militia recognized Dzaan by the way he walked and spoke. They captured him, gagged him, confiscated his spellbook, and condemned him to death. The characters have no opportunity to speak with Dzaan
body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears