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Returning 35 results for 'bad being down choice root'.
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Spells
Player’s Handbook
modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature’s memory isn
creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM
Equipment
Combat
Utility
Whimsy
6
0
9
Spirit root is called such because many Obojimans believe that if you leave it under your pillow at night it will remove any bad spirits&mdash
;especially those who plague children with nightmares. Some villagers also believe that spirit roots are where dara come from. Spirit root can be found growing out from between rocks in and around mountainous and seemingly desolate areas.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, and hippopotamus parts. Despite its ungainly physiology, a catoblepas resembles a natural animal in its behavior, ambling through its marshy home, munching choice vegetation, eating the occasional bit
the creature has such a feared reputation that stories about it are ingrained in the popular culture. Any rumor of a catoblepas taking up residence nearby is taken to be a bad omen, even if the rumor is
Phantasmal Force
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object
, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs
Modify Memory
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered
inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a
Backgrounds
Acquisitions Incorporated
All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you’re a good gambler or a bad one rarely matters
Proficiencies: Deception, Insight
Tool Proficiencies: One gaming set
Languages: Any one of your choice
Equipment: One gaming set, a lucky charm, a set of fine clothes, and a belt pouch containing 15 gp
Monsters
Princes of the Apocalypse
(Costs 2 Actions). Olhydra releases one creature she is grappling by flinging the creature up to 60 feet away from her, in a direction of her choice. If the flung creature comes into contact with a
— bad weather, strong tides, and increasing aggression from dangerous sea life.
Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every 2d12;{"diceNotation
Backgrounds
Acquisitions Incorporated
Maybe you come from a long line of merchants. Perhaps you were an entrepreneur. Regardless, your ventures ended poorly. Whether it was because of outside influences, bad luck, or simply because your
: Investigation, Persuasion
Tool Proficiencies: One type of artisan’s tools
Languages: Any one of your choice
Equipment: One set of artisan’s tools, merchant’s scale, a set of fine
Criminal / Spy
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
.
2
When faced with a choice between money and my friends, I usually choose the money.
3
If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it
.
4
I have a “tell” that reveals when I’m lying.
5
I turn tail and run when things look bad.
6
An innocent person is in prison for a crime that I committed. I’m okay with that.
Spells
Xanathar's Guide to Everything
area. When the spell ends, the magic animating them disappears, and the trees take root again if possible.
Additional Spell Effect. You can place your choice of one of the following magical effects
within the warded area:
A constant gust of wind in two locations of your choice
Spike growth in one location of your choice
Wind wall in two locations of your choice
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
ward off diseases if they are worn.
Don’t stand inside a ring of stones, mushrooms, or any other kind of circle.
Seeing a shooting star before a battle is bad luck. To ward it off, you must
Backgrounds
Baldur’s Gate: Descent into Avernus
Languages: One of your choice
Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp
Hermit Origins
Any
a frivolous lark. You’ve maintained a solitary vigil outside the cavern entrance ever since.
2
You crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less
Backgrounds
Tomb of Annihilation
practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars
and preparing for my next expedition.
5
When given the choice of going left or right, I always go left.
6
I can’t sleep except in total darkness.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests
, wars and cataclysms. Skill Proficiencies: History, Survival Tool Proficiencies: Cartographer’s tools or navigator’s tools Languages: One of your choice Equipment: A wooden case containing a map to a
Monsters
Fizban's Treasury of Dragons
along the surface of the ocean, enjoying the warmth of the sun and letting vegetation take root on their shells. An angry ancient dragon turtle is terrible to behold, radiating heat from the shell to boil
within 30 feet of the dragon turtle must succeed on a DC 15 Strength saving throw or be moved 30 feet in a direction of the dragon turtle’s choice. On a success, the creature is moved 10 feet
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Saving Throws In contrast to an ability check, a saving throw is an instant response to an effect and is almost never made by choice. A saving throw makes the most sense when something bad threatens
Backgrounds
Sword Coast Adventurer's Guide
;
Skill Proficiencies: Insight, PerceptionTool Proficiencies: Any one musical instrument or gaming set of your choice, likely something native to your homelandLanguages: Any one of your
been to Faerûn. They often find it a harsher place than they expected when they do make the trip. If you are an elf, Evermeet is a logical (though not mandatory) choice for your homeland.
Most
Backgrounds
Sword Coast Adventurer's Guide
Flaw
1
When I see something valuable, I can’t think about anything but how to steal it.
2
When faced with a choice between money and my friends, I usually choose the money.
3
things look bad.
6
An innocent person is in prison for a crime that I committed. I’m okay with that.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the
as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature. A Remove Curse or Greater
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your
implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant
Backgrounds
Baldur’s Gate: Descent into Avernus
.
d6
Flaw
1
When I see something valuable, I can’t think about anything but how to steal it.
2
When faced with a choice between money and my friends, I usually choose
tail and run when things look bad.
6
An innocent person is in prison for a crime that I committed. I’m okay with that.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the
as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature. A Remove Curse or Greater
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your
implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Saving Throws A saving throw is an instant response to a harmful effect and is almost never done by choice. A save makes the most sense when something bad happens to a character and the character has
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, served with toasted crackers 4 Midnight mushroom caps with blinking, phosphorescent spots, stuffed with crumbled cheese 5 Pickled black lotus root that turns the tongue of anyone who eats it purple 6
later, they learn the student was delivered to the infirmary, spent a night there with a bad headache, and recovered by the next morning. A character who succeeds on a DC 14 Intelligence (Investigation
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
spell ends, the magic animating them disappears, and the trees take root again if possible. Additional Spell Effect. You can place your choice of one of the following magical effects within the warded
area: A constant gust of wind in two locations of your choice Spike growth in one location of your choice Wind wall in two locations of your choice To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
target’s teeth into yellow fangs, or give the target bad breath. When this curse ends, the Vistana it takes 1d6 psychic damage. A nonmagical item in the target’s possession (chosen by the DM) disappears
the Vistana’s choice. When this curse ends, the Vistana takes 3d6 psychic damage. The target has disadvantage on ability checks and saving throws tied to one ability score of the Vistana’s choice. When
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Testing Phase On the day of the Exam, each character makes two ability checks related to parts of the test: Slaad Facts. Choosing the correct multiple choice answers to questions about red, blue
fireballs and magical flames at its foes.
Death slaadi are rumored to have a stench so bad it can be deadly. In reality, they can cast the cloudkill spell.
Inexperienced scholars and adventurers
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Gambler All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you’re a good gambler or a bad one rarely matters
: Deception, Insight Tool Proficiencies: One gaming set Languages: Any one of your choice Equipment: One gaming set, a lucky charm, a set of fine clothes, and a belt pouch containing 15 gp Feature: Never Tell
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
nature of their profession that rogues often come into contact with criminal elements, whether out of choice or necessity. Some of those people can be adversaries too, and they’re likely to be harder to
1 The pirate captain on whose ship you once served; what you call moving on, the captain calls mutiny 2 A master spy to whom you unwittingly fed bad information, which led to the assassination of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Baba Lysaga, who had previously suspected that magic was the root of the vineyard’s health but knew nothing of its source. Even after this great discovery, Baba Lysaga continues to send her scarecrows
against the winery, antagonizing the wereravens like a bad neighbor. Five days ago, evil druids stole the third and final gem and bore it to Yester Hill (chapter 14). The wereravens launched a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Phantasmal Force 2nd-level illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 1 minute You craft an illusion that takes root in the
choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. The phantasm includes sound, temperature, and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Crime Sometimes it pays to be bad. This activity gives a character the chance to make some extra cash, at the risk of arrest. Resources. A character must spend one week and at least 25 gp gathering
, the character makes three checks: Dexterity (Stealth), Dexterity using thieves’ tools, and the player’s choice of Intelligence (Investigation), Wisdom (Perception), or Charisma (Deception). If none of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
your choice Tool Proficiencies: One gaming set of your choice (such as playing cards or three-dragon ante cards) Equipment: A bottle of black ink, an ink pen, five sheets of paper, a gaming set
, Magic Initiate, or Skilled feat (your choice). Your choice of feat reflects the transformation that changed your life. An encounter with a genie who gave you three wishes might have resulted in
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. If a halfling falls off a cliff, her britches will snag on a root or a sharp outcrop of rock. If a halfling is forced by pirates to walk the plank, he will catch a piece of flotsam and use it to stay
off bad luck or to bring good fortune. Villages or even families might have superstitions observed by no one else, such as the following:
For a safe journey through a forest, leave a few seeds or a






