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D 1
2. also d The symbol for the Roman numeral 500.
D 2
abbr.2. day
3. Sportsb. defense
4. Democrat
6. down
d 1
or D(dē)n.pl.d's or D's also ds or Ds1. The fourth letter of the modern English alphabet.
2. Any of the speech sounds represented by the letter d.
4. Something shaped like the letter D.
5. D The lowest passing grade given to a student in a school or college.
6. Musica. The second tone in the scale of C major or the fourth tone in the relative minor scale.
c. A written or printed note representing this tone.
d. A string, key, or pipe tuned to the pitch of this tone.
d 2
abbr.2. diameter
4. down quark
d
(diː) orD
n, pld's, D's![D D](/uploads/1/3/3/9/133912708/523530450.jpg)
1. (Linguistics) the fourth letter and third consonant of the modern English alphabet
2. (Phonetics & Phonology) a speech sound represented by this letter, usually a voiced alveolar stop, as in dagger
3. (Billiards & Snooker) the semicircle on a billiards table having a radius of 11 inches and its straight edge in the middle of the baulk line
d
symbol for1. (General Physics) physics density or relative density
2. (Mathematics) maths a small increment in a given variable or function: used to indicate a derivative of one variable with respect to another, as in dy/dx
3. (Chess & Draughts) chess See algebraic notation
D
symbol for1. (Music, other) musica. a note having a frequency of 293.66 hertz (D above middle C) or this value multiplied or divided by any power of 2; the second note of the scale of C major
c. the major or minor key having this note as its tonic
3. (Mathematics) maths the first derivative of a function, as in D(x3 + x2) = 3x2 + 2x
4. (General Physics) physicsb. electric displacement
6. (Industrial Relations & HR Terms) a. a semiskilled or unskilled manual worker, or a trainee or apprentice to a skilled worker
b. (as modifier): D worker. See also occupation groupings
7. (Mathematics) (Roman numeral)500. See Roman numerals
abbreviation for9. (General Sporting Terms) informala. defence: I'm playing D in the match this afternoon.
10. (General Sporting Terms) informalAustral defensive play
D
orD.
abbreviation for (Classical Music) Deutsch: indicating the serial number in the catalogue (1951) of the musical compositions of Schubert made by Otto Deutsch (1883–1967)
D, d
(di)n., pl. DsD's, dsd's.
1. the fourth letter of the English alphabet, a consonant.
2. any spoken sound represented by this letter.
4. a written or printed representation of the letter D or d.
dd-
Biochem. Symbol.
(of a molecule) having a configuration resembling the dextrorotatory isomer of glyceraldehyde: printed as a small capital, roman character (disting. from l-).
d-
Symbol.
d'
,Pron. Spelling.
do (esp. before you): How d'you like them?
'd
2. contraction of would: I'd like to see it.
4. contraction of - ed: She OK'd the plan.
D
2. depth.
4. divorced.
![Russell Russell](/uploads/1/3/3/9/133912708/148643806.jpg)
D
Symbol.
1. the fourth in order or in a series.
2. (sometimes l.c.) (in some grading systems) a grade or mark indicating poor or barely acceptable quality.
3. a. the second note of the ascending C major scale.
4. (sometimes l.c.) the Roman numeral for 500. Compare Roman numerals.
6. aspartic acid.
D.
2. December.
4. Democratic.
6. Deus.
8. Doctor.
10. Dutch.
d.
2. daughter.
4. deceased.
6. degree.
8. Brit. pence.
9. Chiefly Brit. penny.
10. Physics. density.
12. deputy.
14. diameter.
16. dime.
18. dollar.
20. drachma.
d
D
1. A member of the occupation grouping typically consisting of semiskilled or unskilled workers.
2. A semicircle centered on the balk line from within which the cue ball is struck at the start of a game.
3. Semicircle, centered on the balk line, from within which the cue ball is struck at the start of a frame.
Noun | 1. | D - a fat-soluble vitamin that prevents rickets calciferol, cholecalciferol, ergocalciferol, viosterol, vitamin D ergosterol - a plant sterol that is converted into vitamin D by ultraviolet radiation fat-soluble vitamin - any vitamin that is soluble in fats |
2. | D - the cardinal number that is the product of one hundred and five large integer - an integer equal to or greater than ten | |
3. | d - the 4th letter of the Roman alphabet Latin alphabet, Roman alphabet - the alphabet evolved by the ancient Romans which serves for writing most of the languages of western Europe alphabetic character, letter of the alphabet, letter - the conventional characters of the alphabet used to represent speech; 'his grandmother taught him his letters' | |
Adj. | 1. | d - denoting a quantity consisting of 500 items or units cardinal - being or denoting a numerical quantity but not order; 'cardinal numbers' |
D
1d1[diː]N2. (Mus) D → re m
D major/minor → re mayor/menor
D sharp/flat → re sostenido/bemol
D major/minor → re mayor/menor
D sharp/flat → re sostenido/bemol
D
2A.N (Scol) (= mark around 50%) → aprobadom, suficientem
d
2ABBR1. =date → fha.
3. =died → m.
5. (Brit) (o.f.) =penny
D
dD&d 5e Dm Guide Pdf
[ˈdiː]n (= letter) → D, d m
D for David, D for Dog (US) → D comme Désirée
D for David, D for Dog (US) → D comme Désirée
(= grade) note attribuée à un travail insuffisant et qui équivaut à une note comprise entre 4/20 (pour un D-) et 8/20 (pour un D+)
I got a D+ → J'ai eu 8.
I got a D- → J'ai eu 4.
abbrI got a D+ → J'ai eu 8.
I got a D- → J'ai eu 4.
(British)(formerly) → pennym
D
, dn → Dnt, → dnt; (Sch, as a mark) → ausreichend; D sharp → Disnt, → disnt; D flat → Desnt, → desnt ? alsomajor, minor, natural
D
(US Pol) abbr ofDemocratic → dem.d
abbr ofdied → gest.
D
d[diː]1.na. (letter) → D, d f or m inv
D for David (Am) D for Dog → D come Domodossola
D for David (Am) D for Dog → D come Domodossola
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Basics:Checks | Ability Scores | Movement | Conditions | Environment | Taking Action:Exploration | Actions | Combat/Attack Basics | Damage & Healing | Resting | Between Adventures | Magic:What is Magic? Download all icloud photos to mac. https://profileclever242.weebly.com/blog/scratch-live-download-mac. | Casting a Spell | Combining Magic Effect | Minor Spells & Rituals
Table of Contents |
Conditions alter a creature's capabilities in a variety of ways and usually appear as a result of a spell or other effect. Most conditions, such as blinded and deafened, are impairments, but a few, such as ethereal and invisible, can be advantageous.
A condition is normally temporary, although potent magic or a grievous injury might cause a condition to last for a long time. The effect that imposes a condition specifies how long the condition lasts. Additionally, a condition's effects cannot be compounded by imposing the same condition on a creature more than once. A condition is either present or not.
The following definitions specify what happens to a creature while it is subjected to a condition. Each definition is a starting point. It's up to the DM to determine additional effects that might be appropriate for the condition in certain circumstances. Mac os high sierra 10.13 download iso. For example, an intoxicated character normally makes checks with disadvantage, but the DM might decide that Charisma checks to influence ale-loving dwarves don't suffer this drawback
Blinded
- The creature cannot see.
- The creature moves at half speed.
- Attacks against the creature have advantage, and the creature's attacks have disadvantage.
Creatures that rely on senses other than sight to perceive their surroundings are usually immune to this condition.
Charmed
- The creature cannot attack the charmer or target the charmer with harmful abilities or magical effects.
- The charmer has advantage on any check to interact socially with the creature.
Deafened
- The creature can't hear anything. As a result, anyone attempting to sneak up on the creature succeeds automatically, unless it has a chance to see them or sense them through some other ability.
Ethereal
- The creature exists within the Ethereal Plane. It has a spectral appearance.
- The creature takes only half damage from non-ethereal sources and deals only half damage to non-ethereal targets. Neither effect applies to force damage.
- The creature can pass through non-ethereal creatures. It can also pass through solid objects, but it is blinded while doing so and cannot target anything but the object while inside it.
Exhaustion
- The creature can gain multiple levels of exhaustion which has increasingly heavier pentalties, eventually resulting in death
- Can be cure a few days, greater restoration for example, is one way
Frightened
- The creature has disadvantage on checks and attacks while the source of its fear is within line of sight.
D Smoke
Grappled
- A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
- The condition ends if the Grappler is incapacitated (see the condition).
- The condition also ends if an effect removes the grappled creature from the reach of the Grappler or Grappling effect, such as when a creature is hurled away by the Thunderwave spell.
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Incapacitated
- An incapacitated creature can’t take actions or reactions.
Invisible
- The creature is impossible to see. For the purpose of hiding, it is heavily obscured. The creature can still be detected by the noise it makes or the tracks it leaves.
- Attacks against the creature have disadvantage.
Intoxicated
- The creature has disadvantage on attacks and checks.
- To cast a spell, the creature must first succeed on a DC 10 Constitution check. Otherwise, the spellcasting action is wasted, but the spell is not.
- Damage against the creature is reduced by 1d6.
Paralyzed
- A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
- Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Petrified
A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
- The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.
- Attack rolls against the creature have advantage.
- The creature automatically fails Strength and Dexterity saving throws.
- The creature has Resistance to all damage.
- The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
Poisoned
- A poisoned creature has disadvantage on Attack rolls and Ability Checks.
Prone
- The creature's only movement option is to crawl, unless it stands up.
- The creature takes a -2 penalty to attack rolls.
- Any melee attack against the creature has advantage, whereas any ranged attack has disadvantage, unless the attacker is within 10feet of the creature.
Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up.
Restrained
- The creature's speed becomes 0, and it cannot benefit from bonuses to its speed.
- Attacks against the creature have advantage, and the creature's attacks have disadvantage.
- The creature has disadvantage on Dexterity saving throws.
A restrained creature is usually entangled, ensnared, or otherwise caught in a particular area.
Stunned
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- The creature is only semiconscious and cannot move or take actions.
- The creature automatically fails Strength and Dexterity saving throws.
- Attacks against the creature have advantage.
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Unconscious
- The creature drops whatever it's holding and falls prone.
- The creature cannot move, take actions, or perceive its surroundings.
- The creature automatically fails Strength and Dexterity saving throws.
- Attacks against the creature have advantage.