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Title of Blog - DnD Adventure Club: "DnD Adventure Club"

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Advantage is a simple rule that describes when a player has the upper hand on a roll. Has a fighter positioned themselves perfectly for a swing with their axe? Roll with Advantage! A Wizard has been trying to puzzle out an ancient magical lock, but now they have the instructions? Roll with Advantage!

Advantag...


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The text of an adventure will often require players to attempt an Ability Check. It will look like this:

ABILITY (Skill) of # or higher

When you ask a player to attempt a “CHARISMA (Persuasion) check of 12 or higher”, the player will first roll a d20. Next, they add their bonus. Have the player check their character sheet to see if they have the appropri...


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Traveling long distances over land can be slow going for adventurers in DnD. When marching on foot, the general rule is that the players can accomplish 20 miles a day without suffering exhaustion. Using a horse more than doubles that distance to 48 miles per day.

Riding a horse in combat is a different story. A mounted horse takes its turn on the rider’s Initiative. In...


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The ability to “Turn Undead” is a legendary ability of Clerics. At higher levels, Clerics have been known to turn entire armies of Skeletons to dust with a wave of their hand. Their ability to Turn Undead, combined with their healing spells, means most adventuring parties are wise to have at least one Cleric in their ranks.

To Turn Undead, a Cleric uses...


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