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Returning 35 results for 'bad blending draw constant release'.
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classes
Player’s Handbook
, mocking tyrants, freeing captives, and flouting hollow traditions. They prefer subterfuge and pranks to direct confrontation.
Gods of trickery are mischief-makers and instigators who stand as a constant
. Religious orders that operate in secret, especially those that seek to undermine oppressive governments or hierarchies, also draw on the power of the Trickery Domain.
Monsters
Waterdeep: Dragon Heist
houses don't have skeletons in their closets. But just because of a little family squabble that went public, the Rosznar name has been said with a sneer for a century. As part of the family's constant
. When she throws back her cloak to reveal the costume she has put together, most folk toss their purses and flee. If that doesn't work, she usually needs only to draw her dagger. Of course, some of the
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
, but enough to make the caster take notice.
A fractine needs light and magical energy to survive. It can draw sustenance from a nearby light source, spellcaster, magic item, or magical effect without
, and the fractine can’t be harmed from within the demiplane.
The fractine can imprison only one creature at a time and can release that creature as a bonus action. If the fractine is reduced
Urchin
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant
I eat like a pig and have bad manners.
6
I think anyone who’s nice to me is hiding evil intent.
7
I don’t like to bathe.
8
I bluntly say what other people are hinting at
monsters
featherfronds release a blinding burst of light. Each creature within 30 feet of the owlbear that can see the owlbear must succeed on a DC 13 Constitution saving throw or be blinded until the end of the
owlbear is used to a constant food supply and the diurnal cycle to which so many Material Plane beasts are adapted leaves a suneater feeling particularly hangry and irritable.
Indolent and Iridescent
monsters
release a blinding burst of light. Each creature within 30 feet of the owlbear that can see the owlbear must succeed on a DC 15 Constitution saving throw or be blinded until the end of the creature’s
used to a constant food supply and the diurnal cycle to which so many Material Plane beasts are adapted leaves a suneater feeling particularly hangry and irritable.
Indolent and Iridescent. The term
monsters
featherfronds release a blinding burst of light. Each creature within 30 feet of the owlbear that can see the owlbear must succeed on a DC 18 Constitution saving throw or be blinded until the end of the creature
owlbear is used to a constant food supply and the diurnal cycle to which so many Material Plane beasts are adapted leaves a suneater feeling particularly hangry and irritable.
Indolent and Iridescent
Backgrounds
Guildmasters’ Guide to Ravnica
conclave has a deeper connection to the Worldsoul than I do.
6
I’m trying to atone for the life of crime I led before I joined the Selesnya, but I find it hard to give up my bad habits
.
Contacts
The Selesnya Conclave is all about connections, so its members cultivate contacts throughout the guild. The guild also engages in energetic recruitment to draw converts from other
Magic Items
Tasha’s Cauldron of Everything
pouch, stitched with images of heroes and whimsical creatures. Where the teeth fall, they bring legends to life.
Using the Teeth. While you are holding the pouch, you can use an action to draw one tooth
. Roll on the Teeth of Dahlver-Nar table to determine which tooth you draw, and you can either sow the tooth or implant it (both of which are described later).
If you don’t sow or implant the
Backgrounds
Baldur’s Gate: Descent into Avernus
learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the
a pig and have bad manners.
6
I think anyone who’s nice to me is hiding evil intent.
7
I don’t like to bathe.
8
I bluntly say what other people are hinting at or hiding
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
drow take the water they need from the top of the waterfall, they use the pool to dump waste and garbage. Although this fouls the surface of the pool, the constant flow keeps the water beneath the
surface clear. A gray ooze lurks in the pool’s shallows, blending perfectly with the dark, wet stone. It feeds on the waste dumped into the pool, along with the occasional creature that finds its way
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
drow take the water they need from the top of the waterfall, they use the pool to dump waste and garbage. Although this fouls the surface of the pool, the constant flow keeps the water beneath the
surface clear. A gray ooze lurks in the pool’s shallows, blending perfectly with the dark, wet stone. It feeds on the waste dumped into the pool, along with the occasional creature that finds its way
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
drow take the water they need from the top of the waterfall, they use the pool to dump waste and garbage. Although this fouls the surface of the pool, the constant flow keeps the water beneath the
surface clear. A gray ooze lurks in the pool’s shallows, blending perfectly with the dark, wet stone. It feeds on the waste dumped into the pool, along with the occasional creature that finds its way
Orc
Legacy
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races
Volo's Guide to Monsters
stand against the wave.
Orc Culture and Beliefs
Orcs live in constant fear of their gods, and their behavior is rooted in that mentality. They believe that they can see the influence of the gods
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
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master.
Although kenku can’t create new things, they have
kenku, constant attempts to mimic noises can come across as confusing or irritating rather than entertaining. You can just as easily describe the sounds your character makes and what they mean. Be clear
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
from the star. After the elves select a suitable host world, ships known as star moths release hundreds of astral seeds into the planet’s atmosphere. The seeds fall from the sky and bury themselves in
the ground and the oceans of the world. After the astral seeds take root, they produce enormous crystalline vines. The tendrils of these vines extend deep into the world and draw life energy from it
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
from the star. After the elves select a suitable host world, ships known as star moths release hundreds of astral seeds into the planet’s atmosphere. The seeds fall from the sky and bury themselves in
the ground and the oceans of the world. After the astral seeds take root, they produce enormous crystalline vines. The tendrils of these vines extend deep into the world and draw life energy from it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Planar Adventure Situations You can use the Planar Adventure Situations table instead of the tables in the “Adventure Situations by Level” section in chapter 4 to inspire adventures that draw
, the only solution is to venture to the Outer Planes to find the person’s spirit and either release it from some prison or convince the person to return to life. 2 People who venture into the woods keep
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
from the star. After the elves select a suitable host world, ships known as star moths release hundreds of astral seeds into the planet’s atmosphere. The seeds fall from the sky and bury themselves in
the ground and the oceans of the world. After the astral seeds take root, they produce enormous crystalline vines. The tendrils of these vines extend deep into the world and draw life energy from it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Planar Adventure Situations You can use the Planar Adventure Situations table instead of the tables in the “Adventure Situations by Level” section in chapter 4 to inspire adventures that draw
, the only solution is to venture to the Outer Planes to find the person’s spirit and either release it from some prison or convince the person to return to life. 2 People who venture into the woods keep
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Planar Adventure Situations You can use the Planar Adventure Situations table instead of the tables in the “Adventure Situations by Level” section in chapter 4 to inspire adventures that draw
, the only solution is to venture to the Outer Planes to find the person’s spirit and either release it from some prison or convince the person to return to life. 2 People who venture into the woods keep
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Mood of the Town Saltmarsh is a place of constant energy. Few of the common folk are so affluent that they can afford to sit idle. At sunrise, the docks bustle with fishers preparing to venture out
d20 Result 1–6 Poor Catch. The townsfolk are frustrated and prone to bickering; everyone is in a bad mood. 7–12 Bountiful Catch. Music and merriment echo through town as everyone celebrates. 13–20
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Mood of the Town Saltmarsh is a place of constant energy. Few of the common folk are so affluent that they can afford to sit idle. At sunrise, the docks bustle with fishers preparing to venture out
d20 Result 1–6 Poor Catch. The townsfolk are frustrated and prone to bickering; everyone is in a bad mood. 7–12 Bountiful Catch. Music and merriment echo through town as everyone celebrates. 13–20
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Orc Culture and Beliefs Orcs live in constant fear of their gods, and their behavior is rooted in that mentality. They believe that they can see the influence of the gods 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 react to them. As a race, orcs
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Orc Culture and Beliefs Orcs live in constant fear of their gods, and their behavior is rooted in that mentality. They believe that they can see the influence of the gods 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 react to them. As a race, orcs
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Orc Culture and Beliefs Orcs live in constant fear of their gods, and their behavior is rooted in that mentality. They believe that they can see the influence of the gods 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 react to them. As a race, orcs
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Mood of the Town Saltmarsh is a place of constant energy. Few of the common folk are so affluent that they can afford to sit idle. At sunrise, the docks bustle with fishers preparing to venture out
d20 Result 1–6 Poor Catch. The townsfolk are frustrated and prone to bickering; everyone is in a bad mood. 7–12 Bountiful Catch. Music and merriment echo through town as everyone celebrates. 13–20
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
his plan to release Tiamat: recruiting dragons and assembling a treasure hoard worthy of the queen of evil dragons. These efforts draw the characters’ attention to the cult. The action begins when a
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
his plan to release Tiamat: recruiting dragons and assembling a treasure hoard worthy of the queen of evil dragons. These efforts draw the characters’ attention to the cult. The action begins when a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
release him if they so desire. If Xarann A’Daragon (see area 17d) is with the party, he questions Tazirahc to make sure he didn’t divulge any compromising information. If the characters haven’t met
Xarann yet, Tazirahc is determined to find him once he is released. Tazirahc rewards his liberators by sharing one Undermountain secret with them; draw a card from the Secrets Deck (see appendix C) to
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
his plan to release Tiamat: recruiting dragons and assembling a treasure hoard worthy of the queen of evil dragons. These efforts draw the characters’ attention to the cult. The action begins when a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
his plan to release Tiamat: recruiting dragons and assembling a treasure hoard worthy of the queen of evil dragons. These efforts draw the characters’ attention to the cult. The action begins when a
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
his plan to release Tiamat: recruiting dragons and assembling a treasure hoard worthy of the queen of evil dragons. These efforts draw the characters’ attention to the cult. The action begins when a
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
his plan to release Tiamat: recruiting dragons and assembling a treasure hoard worthy of the queen of evil dragons. These efforts draw the characters’ attention to the cult. The action begins when a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
release him if they so desire. If Xarann A’Daragon (see area 17d) is with the party, he questions Tazirahc to make sure he didn’t divulge any compromising information. If the characters haven’t met
Xarann yet, Tazirahc is determined to find him once he is released. Tazirahc rewards his liberators by sharing one Undermountain secret with them; draw a card from the Secrets Deck (see appendix C) to