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Given the adventurers' marching order or their stated positions in the room or other location, the DM figures out where the adversaries are-how far away and in what direction.ģ. The DM decides where all the characters and monsters are located. The DM determines whether anyone involved in the combat encounter is surprised.Ģ. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.ġ. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative.
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During a round, each participant in a battle takes a turn. A round represents about 6 seconds in the game world. The game organizes the chaos of combat into a cycle of rounds and turns. The Order of CombatĪ typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. “You” can also mean the character or monster that you control. The Dungeon Master controls all the monsters and nonplayer characters involved in combat, and each other player controls an adventurer. Throughout this section, the rules address you, the player or Dungeon Master. 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. Combat in D&D can be chaotic, deadly, and thrilling. Roars of fury, shouts of triumph, cries of pain. The sharp tang of blood in the air, cutting through the stench of vile monsters. A brilliant flash of light as a ball of flame blossoms from a wizard’s spell. The terrible rending sound as monstrous claws tear through armor.
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The clatter of a sword striking against a shield. This change was made to keep Imogen's lightning and psionic spells theme consistent.Monstrous Compendium Vol 3: Minecraft Creatures
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Shock Flare is a reskin of the spell Arms of Hadar, dealing lightning damage instead of necrotic damage. The first on-stream use of the spell was in " The Trail and the Toll" (3x03), when sorcerer Imogen Temult cast it in magical darkness in hopes of catching an elusive enemy. When cast at higher levels, the spell deals 1d6 additional damage for each spell slot level above 1st. On a successful save, the target takes half as much damage and can take reactions. On a failed save, a target take 2d6 lightning damage and can't take reactions until its next turn. Each creature within that radius must make a Strength saving throw. The spell releases a blast of electricity in a 10-foot radius around the caster, creating a bassy boom and the smell of an electrical fire. Shock Flare requires one action to cast, with verbal and somatic components.
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