Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'barrier button diffusing cunning reason'.
Other Suggestions:
barriers button diffusing cunning region
barriers button diffusing curving reason
barriers button diffusing cutting reason
barriers button diffusing cunning reason
barriers button diffusing cunning reasoned
backgrounds
Forgotten Realms: Heroes of Faerûn
you’re just good at getting the job done by any means necessary. Whatever your reason, you enlisted with the Zhentarim, the most notorious mercenary guild in the Realms. Though the Zhentarim&rsquo
;s leaders insist the organization is more like a family than a shadowy syndicate, few families exhibit as much dishonesty, nepotism, and corruption as this one. You’ve honed your cunning, reflexes, and blade to climb the guild’s ranks.
Backgrounds
Sword Coast Adventurer's Guide
provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.
d6
Reason
d6
Reason
1
Emissary
4
Pilgrim
hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly
Magic Items
Tasha’s Cauldron of Everything
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
sight of the servant, starting with those threatening the artifact— preferably using the servant, if possible.
Self-Destruct. By inputting a specific series of lever pulls and button presses
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
configuration 3 is illuminated. If the dial is turned, the currently lit crystal goes out and the crystal to the left or right (the direction the dial is turned) lights up. Blue Button. Pushing the blue
button orients the cog rooms (areas 58 through area 60) to match whichever configuration has its crystal lit. The entire level trembles as the giant cogs rotate. If the blue button is pushed while the cog
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
configuration 3 is illuminated. If the dial is turned, the currently lit crystal goes out and the crystal to the left or right (the direction the dial is turned) lights up. Blue Button. Pushing the blue
button orients the cog rooms (areas 58 through area 60) to match whichever configuration has its crystal lit. The entire level trembles as the giant cogs rotate. If the blue button is pushed while the cog
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
configuration 3 is illuminated. If the dial is turned, the currently lit crystal goes out and the crystal to the left or right (the direction the dial is turned) lights up. Blue Button. Pushing the blue
button orients the cog rooms (areas 58 through area 60) to match whichever configuration has its crystal lit. The entire level trembles as the giant cogs rotate. If the blue button is pushed while the cog
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
spells that completely change the way adventurers interact with the world. Their big, flashy spells are significant in combat — disintegrate, blade barrier, and heal, for example — but behind-the
characters undertake. Adventurers explore uncharted regions and delve into long-forgotten dungeons, where they confront terrible masterminds of the lower planes, cunning rakshasas and beholders, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
spells that completely change the way adventurers interact with the world. Their big, flashy spells are significant in combat — disintegrate, blade barrier, and heal, for example — but behind-the
characters undertake. Adventurers explore uncharted regions and delve into long-forgotten dungeons, where they confront terrible masterminds of the lower planes, cunning rakshasas and beholders, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
spells that completely change the way adventurers interact with the world. Their big, flashy spells are significant in combat — disintegrate, blade barrier, and heal, for example — but behind-the
characters undertake. Adventurers explore uncharted regions and delve into long-forgotten dungeons, where they confront terrible masterminds of the lower planes, cunning rakshasas and beholders, and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Har’Akir’s people say this oasis’s waters are poison, as the oasis was given by the gods to the beasts of the land. Prides of cunning lions hunt nearby, frequently washing their kills here. Sek’s Tears
to die soon, for one reason or another, and seek to cleanse themselves with the White Oasis’s waters before meeting their end.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Har’Akir’s people say this oasis’s waters are poison, as the oasis was given by the gods to the beasts of the land. Prides of cunning lions hunt nearby, frequently washing their kills here. Sek’s Tears
to die soon, for one reason or another, and seek to cleanse themselves with the White Oasis’s waters before meeting their end.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Har’Akir’s people say this oasis’s waters are poison, as the oasis was given by the gods to the beasts of the land. Prides of cunning lions hunt nearby, frequently washing their kills here. Sek’s Tears
to die soon, for one reason or another, and seek to cleanse themselves with the White Oasis’s waters before meeting their end.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Helmed Horror This construct possesses intelligence, the ability to reason and adjust its tactics, and an unswerving devotion to its maker that persists even after its maker’s demise. Resembling an
understand the difference between an order’s intent and its exact wording. Unlike many constructs, it seeks to fulfill the former rather than slavishly follow the latter. Tactical Cunning. A helmed horror
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Helmed Horror This construct possesses intelligence, the ability to reason and adjust its tactics, and an unswerving devotion to its maker that persists even after its maker’s demise. Resembling an
understand the difference between an order’s intent and its exact wording. Unlike many constructs, it seeks to fulfill the former rather than slavishly follow the latter. Tactical Cunning. A helmed horror
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Helmed Horror This construct possesses intelligence, the ability to reason and adjust its tactics, and an unswerving devotion to its maker that persists even after its maker’s demise. Resembling an
understand the difference between an order’s intent and its exact wording. Unlike many constructs, it seeks to fulfill the former rather than slavishly follow the latter. Tactical Cunning. A helmed horror
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Grimoire Yes Uncommon+ Barrier Tattoo Yes Uncommon+ Bloodwell Vial Yes Uncommon Coiling Grasp Tattoo Yes Uncommon Eldritch Claw Tattoo Yes Uncommon Feywild Shard Yes Uncommon Guardian Emblem Yes Uncommon
tattoos are a reason robes are so popular with wizards. Robes cover the ankle and lower-back tattoos so many of us got as apprentices. Don’t even ask.
Tasha
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Grimoire Yes Uncommon+ Barrier Tattoo Yes Uncommon+ Bloodwell Vial Yes Uncommon Coiling Grasp Tattoo Yes Uncommon Eldritch Claw Tattoo Yes Uncommon Feywild Shard Yes Uncommon Guardian Emblem Yes Uncommon
tattoos are a reason robes are so popular with wizards. Robes cover the ankle and lower-back tattoos so many of us got as apprentices. Don’t even ask.
Tasha
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Grimoire Yes Uncommon+ Barrier Tattoo Yes Uncommon+ Bloodwell Vial Yes Uncommon Coiling Grasp Tattoo Yes Uncommon Eldritch Claw Tattoo Yes Uncommon Feywild Shard Yes Uncommon Guardian Emblem Yes Uncommon
tattoos are a reason robes are so popular with wizards. Robes cover the ankle and lower-back tattoos so many of us got as apprentices. Don’t even ask.
Tasha
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
meat with some spices and seasonings brought from the west, creating unique flavors. Old Keoland and Its Neighbors The long chain of the Lortmil Mountains forms a natural barrier between Old Keoland and
mountains. Robin Olausson Beneath the beautiful surface of the Hellfurnaces lie endless hidden evils Old Keoland Adventures One reason for the amicable relations among the nations of Old Keoland is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
meat with some spices and seasonings brought from the west, creating unique flavors. Old Keoland and Its Neighbors The long chain of the Lortmil Mountains forms a natural barrier between Old Keoland and
mountains. Robin Olausson Beneath the beautiful surface of the Hellfurnaces lie endless hidden evils Old Keoland Adventures One reason for the amicable relations among the nations of Old Keoland is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
meat with some spices and seasonings brought from the west, creating unique flavors. Old Keoland and Its Neighbors The long chain of the Lortmil Mountains forms a natural barrier between Old Keoland and
mountains. Robin Olausson Beneath the beautiful surface of the Hellfurnaces lie endless hidden evils Old Keoland Adventures One reason for the amicable relations among the nations of Old Keoland is
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
horrors — a variety of things that lurk in the dark and embody the deepest fears of Ravnica’s people. All are evil creatures with dim reason and preternatural cunning. At least three guilds have been
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
horrors — a variety of things that lurk in the dark and embody the deepest fears of Ravnica’s people. All are evil creatures with dim reason and preternatural cunning. At least three guilds have been
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of food often brings them to the surface to hunt. Orcs respect an orog’s strength and cunning, and a lone orog might command an orc war band. Stronger and Smarter. An orog uses its strength to bully
foremost — because they believe that the gods have strength beyond reason, and physical might is all they respect. Servants of Darkness. Mistrusted by orcs, some orogs form independent mercenary war
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of food often brings them to the surface to hunt. Orcs respect an orog’s strength and cunning, and a lone orog might command an orc war band. Stronger and Smarter. An orog uses its strength to bully
foremost — because they believe that the gods have strength beyond reason, and physical might is all they respect. Servants of Darkness. Mistrusted by orcs, some orogs form independent mercenary war
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
horrors — a variety of things that lurk in the dark and embody the deepest fears of Ravnica’s people. All are evil creatures with dim reason and preternatural cunning. At least three guilds have been
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of food often brings them to the surface to hunt. Orcs respect an orog’s strength and cunning, and a lone orog might command an orc war band. Stronger and Smarter. An orog uses its strength to bully
foremost — because they believe that the gods have strength beyond reason, and physical might is all they respect. Servants of Darkness. Mistrusted by orcs, some orogs form independent mercenary war
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
a reasonable chance of survival if they use their knowledge and cunning to best advantage. These adventures were designed for strategic play, so some areas of the giant settlements are very dangerous
the Thunder Peaks.
Greyhawk. The giants might threaten Geoff, Sterich, or other nearby realms from out of the Crystalmists, the Jotens, or even the infamous Barrier Peaks.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
a reasonable chance of survival if they use their knowledge and cunning to best advantage. These adventures were designed for strategic play, so some areas of the giant settlements are very dangerous
the Thunder Peaks.
Greyhawk. The giants might threaten Geoff, Sterich, or other nearby realms from out of the Crystalmists, the Jotens, or even the infamous Barrier Peaks.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
a reasonable chance of survival if they use their knowledge and cunning to best advantage. These adventures were designed for strategic play, so some areas of the giant settlements are very dangerous
the Thunder Peaks.
Greyhawk. The giants might threaten Geoff, Sterich, or other nearby realms from out of the Crystalmists, the Jotens, or even the infamous Barrier Peaks.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
goals — of which there are many — often still prefers to use trickery and cunning rather than the unreliable tools of honesty or brute force. Most Zil gnomes belong to the forest gnome subrace. Their
Zilargo: why you have left, and what ties do you still have to it? Your scheme could provide a good reason for you to leave. Or you could be a sage gathering information for the Library of Korranberg or an
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
goals — of which there are many — often still prefers to use trickery and cunning rather than the unreliable tools of honesty or brute force. Most Zil gnomes belong to the forest gnome subrace. Their
Zilargo: why you have left, and what ties do you still have to it? Your scheme could provide a good reason for you to leave. Or you could be a sage gathering information for the Library of Korranberg or an
Compendium
- Sources->Dungeons & Dragons->Monster Manual
assassins kill for a reason, perhaps hiring themselves out to wealthy patrons or slaying for an unscrupulous cause. They use poisons and other deadly tools, and they might carry equipment to help them
) Piercing damage plus 21 (6d6) Poison damage.
Bonus Actions
Cunning Action. The assassin takes the Dash, Disengage, or Hide action.
Awakened Plants Vegetation Given Magical Life
Habitat: Forest
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
goals — of which there are many — often still prefers to use trickery and cunning rather than the unreliable tools of honesty or brute force. Most Zil gnomes belong to the forest gnome subrace. Their
Zilargo: why you have left, and what ties do you still have to it? Your scheme could provide a good reason for you to leave. Or you could be a sage gathering information for the Library of Korranberg or an
Compendium
- Sources->Dungeons & Dragons->Monster Manual
assassins kill for a reason, perhaps hiring themselves out to wealthy patrons or slaying for an unscrupulous cause. They use poisons and other deadly tools, and they might carry equipment to help them
) Piercing damage plus 21 (6d6) Poison damage.
Bonus Actions
Cunning Action. The assassin takes the Dash, Disengage, or Hide action.
Awakened Plants Vegetation Given Magical Life
Habitat: Forest






