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Returning 19 results for 'back makers'.
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Backgrounds
Baldur’s Gate: Descent into Avernus
4
Calligraphers, scribes, and scriveners
5
Carpenters, roofers, and plasterers
6
Cartographers, surveyors, and chart-makers
7
Cobblers and shoemakers
8
Cooks and bakers
9
Glassblowers and glaziers
10
Jewelers and gemcutters
11
Leatherworkers, skinners, and tanners
12
Masons and stonecutters
13
Painters, limners, and sign-makers
14
Equipment
demand from witches and potion makers, and luckily for the clay snakes, their tails grow back within a few weeks. Clay snakes are found by riverbanks and lakeshores where there are rich deposits of clay, but the most desirable ones are found in the Land of Hot Water.
Guild Artisan / Guild Merchant
Legacy
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Backgrounds
Player’s Handbook (2014)
3
Brewers, distillers, and vintners
4
Calligraphers, scribes, and scriveners
5
Carpenters, roofers, and plasterers
6
Cartographers, surveyors, and chart-makers
7
Cobblers
Painters, limners, and sign-makers
14
Potters and tile-makers
15
Shipwrights and sailmakers
16
Smiths and metal-forgers
17
Tinkers, pewterers, and casters
18
Wagon-makers and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
crisscross the cave with enough frequency to imply that their makers dwell nearby. A successful check also reveals three sets of dwarf-sized boot prints, allowing the tracker to follow the prints straight
to the invisible duergar. 4b. Something Wicked Two fomorians dumped here by Halaster rest at the back of this 20-foot-high cave. These hideously misshapen giants are new to Undermountain and believe
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
crisscross the cave with enough frequency to imply that their makers dwell nearby. A successful check also reveals three sets of dwarf-sized boot prints, allowing the tracker to follow the prints straight
to the invisible duergar. 4b. Something Wicked Two fomorians dumped here by Halaster rest at the back of this 20-foot-high cave. These hideously misshapen giants are new to Undermountain and believe
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Calligraphers, scribes, and scriveners 5 Carpenters, roofers, and plasterers 6 Cartographers, surveyors, and chart-makers 7 Cobblers and shoemakers 8 Cooks and bakers 9 Glassblowers and glaziers 10
Jewelers and gem cutters 11 Leatherworkers, skinners, and tanners 12 Masons and stonecutters 13 Painters, limners, and sign-makers 14 Potters and tile-makers 15 Shipwrights and sailmakers 16 Smiths and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Calligraphers, scribes, and scriveners 5 Carpenters, roofers, and plasterers 6 Cartographers, surveyors, and chart-makers 7 Cobblers and shoemakers 8 Cooks and bakers 9 Glassblowers and glaziers 10
Jewelers and gem cutters 11 Leatherworkers, skinners, and tanners 12 Masons and stonecutters 13 Painters, limners, and sign-makers 14 Potters and tile-makers 15 Shipwrights and sailmakers 16 Smiths and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
mind, confuse your enemies, and relieve that strain on your lower back. Subtle Stances d8 Stance
1 Incontinent Elder — Standing straight, knees together (excellent for surviving those long
(makers of parchment, ink, and writing quills)
4 Crystal Bastion (makers of crystal goblets and ornaments)
5 Monastery Actuary (underwriters of reasonably priced insurance policies)
6
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
mind, confuse your enemies, and relieve that strain on your lower back. Subtle Stances d8 Stance
1 Incontinent Elder — Standing straight, knees together (excellent for surviving those long
(makers of parchment, ink, and writing quills)
4 Crystal Bastion (makers of crystal goblets and ornaments)
5 Monastery Actuary (underwriters of reasonably priced insurance policies)
6
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
quite industrious. Nimble hands, their patient mindset, and their emphasis on quality makes them excellent weavers, potters, wood carvers, basket makers, painters, and farmers. Strongheart halflings have
males and females can grow sideburns down to mid-cheek, and both genders plait them into long braids. GHOSTWISE HALFLINGS
Ghostwise halflings trace their ancestry back to a war among halfling tribes
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
quite industrious. Nimble hands, their patient mindset, and their emphasis on quality makes them excellent weavers, potters, wood carvers, basket makers, painters, and farmers. Strongheart halflings have
males and females can grow sideburns down to mid-cheek, and both genders plait them into long braids. GHOSTWISE HALFLINGS
Ghostwise halflings trace their ancestry back to a war among halfling tribes
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
architectural designs for the gates show this to be false, however, and they can be viewed in the Map House — the guildhall of the Surveyors’, Map-, and Chart-makers’ Guild in the Castle Ward. Must-see
place is known, but there are precious few ways out. Most who enter don’t come back. If you see blue tiles, turn around and walk away before it is too late. Swift Justice
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
architectural designs for the gates show this to be false, however, and they can be viewed in the Map House — the guildhall of the Surveyors’, Map-, and Chart-makers’ Guild in the Castle Ward. Must-see
place is known, but there are precious few ways out. Most who enter don’t come back. If you see blue tiles, turn around and walk away before it is too late. Swift Justice
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. You can enter this contraption through the back whenever it stops or slows down enough to make mounting the rear step safe. A fare taker stands at the back of the lower seating area to take your coin
Wheelwrights’ Guild and the Wagon-makers’ and Coach Builders’ Guild to convert the drays and hire-coaches that do operate into sledges, so that some are available even in the worst weather.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
.
Tasha
Your group is bound to the designs of an ancient being of tremendous power and influence. You might serve as the creature’s eyes and ears in the world, carrying information back to it. Or
, local official, or noble. 2 Back-Room Dealers. An exclusive area in an otherwise-ordinary establishment requires a password or token to gain entry. There you meet and communicate with shadowy agents of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
.
Tasha
Your group is bound to the designs of an ancient being of tremendous power and influence. You might serve as the creature’s eyes and ears in the world, carrying information back to it. Or
, local official, or noble. 2 Back-Room Dealers. An exclusive area in an otherwise-ordinary establishment requires a password or token to gain entry. There you meet and communicate with shadowy agents of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. You can enter this contraption through the back whenever it stops or slows down enough to make mounting the rear step safe. A fare taker stands at the back of the lower seating area to take your coin
Wheelwrights’ Guild and the Wagon-makers’ and Coach Builders’ Guild to convert the drays and hire-coaches that do operate into sledges, so that some are available even in the worst weather.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
damage, depending on their makers’ whims. Clockwork Dragon
Medium construct, neutral
Armor Class 16 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft., fly 60 ft.
STR
14 (+2
crow takes it back to its lair to be devoured at leisure. Creatures that do struggle might be repeatedly dropped from a height to soften them up a bit.
Family Ties. Deep crows live alone for an
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
damage, depending on their makers’ whims. Clockwork Dragon
Medium construct, neutral
Armor Class 16 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft., fly 60 ft.
STR
14 (+2
crow takes it back to its lair to be devoured at leisure. Creatures that do struggle might be repeatedly dropped from a height to soften them up a bit.
Family Ties. Deep crows live alone for an