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Returning 35 results for '23 house have less'.
Other Suggestions:
23 hours have loses
Magic Items
Dungeon Master’s Guide
—
19–23
Fates
09–16
24–27
Flames
—
28–31
Fool
—
32–36
Gem
17–24
37–41
Jester
25–32
42–46
until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC’s hostility toward you.
Ruin. All forms of wealth that you carry or own, other than
Monsters
Eberron: Rising from the Last War
much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, leaving behind anything it was wearing or carrying.In the final days of the Last War, House Cannith
Mourning more or less intact and are thought to only be in stasis, waiting to be awakened. Cannith artificers are eager to track them down and determine whether they can be awakened or, at the very
Monsters
Eberron: Rising from the Last War
is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 23, +15;{"diceNotation":"1d20+15","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks
island domain.
Long ago, it was revealed that the elven line of Vol — a house that practiced the art of necromancy and bore the Dragonmark of Death — was engaged in secret blood rites
Backgrounds
Sword Coast Adventurer's Guide
your family, possibly in line to become its leader one day. Or you might be one of any number of cousins, with less prestige but also less responsibility.
Skill Proficiencies: History
zzar or wine, and a purse containing 20 gp
FEATURE: KEPT IN STYLE
While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are
Monsters
Fizban's Treasury of Dragons
creates a shining bead of gravitational force in its mouth, then releases the energy in a 90-foot cone. Each creature in that area must make a DC 23 Strength saving throw. On a failed save, the
components and using Intelligence as the spellcasting ability (spell save DC 23, +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
1/day
Monsters
Fizban's Treasury of Dragons
Breath"}. The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, the creature
dragon can shape the stone to open or close a passage through a wall, as long as the wall is less than 10 feet thick.
Regional Effects
The region surrounding a legendary sapphire dragon’s lair
Magic Items
The Book of Many Things
Donjon*
14
Door
15
Dragon
16
Elemental
17
Euryale*
18
Expert
19
Fates*
20
Fey
21
Fiend
22
Flames*
23
Fool*
24
Gem*
25
Giant
26
with a challenge rating of 10 or less (chosen by the DM) appears in an unoccupied space within 15 feet of you. The creature is hostile toward you and attacks immediately. The creature disappears when
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
Kobolds are a lot less cute when they learn how to cast fireballs.
— Volo
Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a
undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
porcelain mask that resembles that character’s face. The mask waits in a bound void within the House of Cards (area 23), where an entity from the Far Realm known as a breath drinker preys on any who come to rescue the trapped soul.
House of Cards The Deck of Many Things creates the House of Cards—this demiplane dungeon doesn’t exist until the Void card is drawn. The soul of the character who draws the card is trapped in a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
porcelain mask that resembles that character’s face. The mask waits in a bound void within the House of Cards (area 23), where an entity from the Far Realm known as a breath drinker preys on any who come to rescue the trapped soul.
House of Cards The Deck of Many Things creates the House of Cards—this demiplane dungeon doesn’t exist until the Void card is drawn. The soul of the character who draws the card is trapped in a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
less than the assassination of a Sharn Watch captain in Skyway. What differentiates the assassins of House Tarkanan from those of House Phiarlan and Thuranni is their accessibility. The dragonmarked
House Tarkanan Operations House Tarkanan provides two basic services to clients: theft and murder. Fees for jobs are based on the task’s complexity and riskiness; a simple cutpurse contract costs far
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
less than the assassination of a Sharn Watch captain in Skyway. What differentiates the assassins of House Tarkanan from those of House Phiarlan and Thuranni is their accessibility. The dragonmarked
House Tarkanan Operations House Tarkanan provides two basic services to clients: theft and murder. Fees for jobs are based on the task’s complexity and riskiness; a simple cutpurse contract costs far
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
consider using one of Eberron’s academic organizations — the Library of Korranberg or Morgrave University — as the equivalent of the Harpers. Their purpose is less political, but they’re still altruistic
infighting. The Aurum, while far less altruistic than the Lords’ Alliance, fulfills a similar function in the world of Eberron, fighting to protect the status quo and ensure that those in power stay
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
mahogany. Any of the doors might be swollen shut, requiring a successful DC 10 Strength (Athletics) check to open. Less obviously, the structure supernaturally resists damage. While dormant, the house
House of Lament Features The House of Lament appears to be an ordinary structure. It’s in ill repair and the floorboards are exceptionally creaky, but the construction overall seems sturdy. The house
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
mahogany. Any of the doors might be swollen shut, requiring a successful DC 10 Strength (Athletics) check to open. Less obviously, the structure supernaturally resists damage. While dormant, the house
House of Lament Features The House of Lament appears to be an ordinary structure. It’s in ill repair and the floorboards are exceptionally creaky, but the construction overall seems sturdy. The house
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
consider using one of Eberron’s academic organizations — the Library of Korranberg or Morgrave University — as the equivalent of the Harpers. Their purpose is less political, but they’re still altruistic
infighting. The Aurum, while far less altruistic than the Lords’ Alliance, fulfills a similar function in the world of Eberron, fighting to protect the status quo and ensure that those in power stay
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Locations in Lonelywood Lonelywood has no inns or other places for visitors to rest, except for the town speaker’s house, which has a spacious, heated attic that can accommodate characters looking
for a night’s rest. Other residents of Lonelywood value their privacy and are much less inclined to welcome strangers into their meager dwellings. Map 1.14: lonelywood View Player Version The following locations are marked on map 1.14.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Locations in Lonelywood Lonelywood has no inns or other places for visitors to rest, except for the town speaker’s house, which has a spacious, heated attic that can accommodate characters looking
for a night’s rest. Other residents of Lonelywood value their privacy and are much less inclined to welcome strangers into their meager dwellings. Map 1.14: lonelywood View Player Version The following locations are marked on map 1.14.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Coral Reefs Coral reefs grow all over the ocean floor, though most are found within depths of less than 150 feet near the shoreline. Reefs range from a few feet to over 1,000 miles in length and
width. These colorful ecosystems house small fish, crustaceans, and mollusks. As a result, predators come to reefs looking for prey. Uneven and sharp, coral reefs can harm those forced into them. A
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Coral Reefs Coral reefs grow all over the ocean floor, though most are found within depths of less than 150 feet near the shoreline. Reefs range from a few feet to over 1,000 miles in length and
width. These colorful ecosystems house small fish, crustaceans, and mollusks. As a result, predators come to reefs looking for prey. Uneven and sharp, coral reefs can harm those forced into them. A
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Other Crime Syndicates The city of Sharn is unusual in that it is home to no less than four powerful syndicates, which somehow have not yet managed to wipe each other out. The Boromar Clan is one
, who surely seek nothing less than to destroy the prosperity of Sharn but targeting its most precious resource: its sober, hardworking people. Remember friends, “Stay on the wagon. Say NO to dragon
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Other Crime Syndicates The city of Sharn is unusual in that it is home to no less than four powerful syndicates, which somehow have not yet managed to wipe each other out. The Boromar Clan is one
, who surely seek nothing less than to destroy the prosperity of Sharn but targeting its most precious resource: its sober, hardworking people. Remember friends, “Stay on the wagon. Say NO to dragon
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
patriars spread word of Ilmater’s faith not out of devotion, but to control their lessers. If people believe their suffering is worthy, they are less likely to demand safer conditions, higher pay, or more
rights. In recent memory, cryptic notes have appeared on the gates of patriar estates, warning that “those who falsely champion the Crying God will find their own suffering multiplied.” Mike Schley The High House of Wonders
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Feature: Kept in Style While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns
lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income—the benefit is a line of credit, not an actual monetary reward.
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
patriars spread word of Ilmater’s faith not out of devotion, but to control their lessers. If people believe their suffering is worthy, they are less likely to demand safer conditions, higher pay, or more
rights. In recent memory, cryptic notes have appeared on the gates of patriar estates, warning that “those who falsely champion the Crying God will find their own suffering multiplied.” Mike Schley The High House of Wonders
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
House of Inspired Hands The House of Inspired Hands, Waterdeep’s temple of Gond, sits on the corner of Seawatch Street and Shark Street in the Sea Ward. If the characters visit the temple, they see
the following: The House of Inspired Hands looks like a cross between a temple and a workshop. The symbol of Gond, a toothed cog with four spokes, is displayed prominently. You see the silhouette of a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
House of Inspired Hands The House of Inspired Hands, Waterdeep’s temple of Gond, sits on the corner of Seawatch Street and Shark Street in the Sea Ward. If the characters visit the temple, they see
the following: The House of Inspired Hands looks like a cross between a temple and a workshop. The symbol of Gond, a toothed cog with four spokes, is displayed prominently. You see the silhouette of a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Feature: Kept in Style While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns
lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income—the benefit is a line of credit, not an actual monetary reward.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Scars of War As of 1 Zarantyr 998 YK, it’s been less than four years since the Mourning and less than two years since the Last War came to an end. The Last War spanned the continent and lasted
dragonmarked houses remained neutral in the war and made considerable profit selling their services to all sides. War drives innovation; House Cannith developed many new weapons during the war, including the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Scars of War As of 1 Zarantyr 998 YK, it’s been less than four years since the Mourning and less than two years since the Last War came to an end. The Last War spanned the continent and lasted
dragonmarked houses remained neutral in the war and made considerable profit selling their services to all sides. War drives innovation; House Cannith developed many new weapons during the war, including the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. The Red Belvedere has its own in-house currency (see the “Casino Currency” section). Both gold and Soul Coins can be traded for in-house currency at the exchange desk in the lobby. Dragon Queen
darkvision 60 ft., passive Perception 21
Languages Common, Draconic, Infernal
Challenge 23 (50,000 XP) Proficiency Bonus +7
Dazzling Visage. A brilliant array of chromatic colors emanates from
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. The Red Belvedere has its own in-house currency (see the “Casino Currency” section). Both gold and Soul Coins can be traded for in-house currency at the exchange desk in the lobby. Dragon Queen
darkvision 60 ft., passive Perception 21
Languages Common, Draconic, Infernal
Challenge 23 (50,000 XP) Proficiency Bonus +7
Dazzling Visage. A brilliant array of chromatic colors emanates from
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
missing part of the symbol that appears in area 23. Agatha hid herself here when spirits overwhelmed the house. Her fate is unknown, but a series of long scratches and broken fingernails end at a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
locations in the Sea Ward begin, of course, with the Field of Triumph, but just across the street is the no less remarkable House of Heroes — the largest temple in the city. Dedicated to Tempus, its many
walls, go to where Diamond Street and Delzorin Street cross, nigh to Mystra’s House of Wonder, and simply spin in a circle. Blue and gold are the Sea Ward’s colors in competitions, and the ward’s mascot
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
locations in the Sea Ward begin, of course, with the Field of Triumph, but just across the street is the no less remarkable House of Heroes — the largest temple in the city. Dedicated to Tempus, its many
walls, go to where Diamond Street and Delzorin Street cross, nigh to Mystra’s House of Wonder, and simply spin in a circle. Blue and gold are the Sea Ward’s colors in competitions, and the ward’s mascot