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Returning 35 results for 'bars being diffusing cleric regarded'.
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Monsters
Waterdeep: Dragon Heist
;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, spare the
metals and stones, such as coins and gems, within 60 feet of her.Istrid is regarded as the Black Network's Master of Trade and Coin in Waterdeep. The shield dwarf operates an illegal lending operation
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
in goods, bartering for what they need and paying taxes in grain and cheese.
Members of the nobility trade either in legal rights, such as the rights to a mine, a port, or farmland, or in gold bars
, measuring gold by the pound rather than by the coin. Only merchants, adventurers, and those offering professional services for hire commonly deal in coins.
Starting Wealth by Class Class Funds
Cleric 5d4 × 10 gp
Fighter 5d4 × 10 gp
Rogue 4d4 × 10 gp
Wizard 4d4 × 10 gp
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
in goods, bartering for what they need and paying taxes in grain and cheese.
Members of the nobility trade either in legal rights, such as the rights to a mine, a port, or farmland, or in gold bars
, measuring gold by the pound rather than by the coin. Only merchants, adventurers, and those offering professional services for hire commonly deal in coins.
Starting Wealth by Class Class Funds
Cleric 5d4 × 10 gp
Fighter 5d4 × 10 gp
Rogue 4d4 × 10 gp
Wizard 4d4 × 10 gp
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
in goods, bartering for what they need and paying taxes in grain and cheese. Members of the nobility trade either in legal rights, such as the rights to a mine, a port, or farmland, or in gold bars
Barbarian 2d4 × 10 gp Bard 5d4 × 10 gp Cleric 5d4 × 10 gp Druid 2d4 × 10 gp Fighter 5d4 × 10 gp Monk 5d4 gp Paladin 5d4 × 10 gp Ranger 5d4 × 10 gp Rogue 4d4 × 10 gp Sorcerer 3d4 × 10 gp Warlock 4d4 × 10 gp Wizard 4d4 × 10 gp
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
in goods, bartering for what they need and paying taxes in grain and cheese. Members of the nobility trade either in legal rights, such as the rights to a mine, a port, or farmland, or in gold bars
Barbarian 2d4 × 10 gp Bard 5d4 × 10 gp Cleric 5d4 × 10 gp Druid 2d4 × 10 gp Fighter 5d4 × 10 gp Monk 5d4 gp Paladin 5d4 × 10 gp Ranger 5d4 × 10 gp Rogue 4d4 × 10 gp Sorcerer 3d4 × 10 gp Warlock 4d4 × 10 gp Wizard 4d4 × 10 gp
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
in goods, bartering for what they need and paying taxes in grain and cheese.
Members of the nobility trade either in legal rights, such as the rights to a mine, a port, or farmland, or in gold bars
, measuring gold by the pound rather than by the coin. Only merchants, adventurers, and those offering professional services for hire commonly deal in coins.
Starting Wealth by Class Class Funds
Cleric 5d4 × 10 gp
Fighter 5d4 × 10 gp
Rogue 4d4 × 10 gp
Wizard 4d4 × 10 gp
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
in goods, bartering for what they need and paying taxes in grain and cheese. Members of the nobility trade either in legal rights, such as the rights to a mine, a port, or farmland, or in gold bars
Barbarian 2d4 × 10 gp Bard 5d4 × 10 gp Cleric 5d4 × 10 gp Druid 2d4 × 10 gp Fighter 5d4 × 10 gp Monk 5d4 gp Paladin 5d4 × 10 gp Ranger 5d4 × 10 gp Rogue 4d4 × 10 gp Sorcerer 3d4 × 10 gp Warlock 4d4 × 10 gp Wizard 4d4 × 10 gp
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
stationed at each position marked W on the map. Each of the barracks is secured by a barred gate through which the bugbears can keep an eye on the captives. Each set of bars is secured by a lock and a bolt
can escape. Treasure. The tribe’s leader has four gems worth 100 gp each. Nine of the other troglodytes have single gems, seven worth 50 gp each and two 10 gp ones. These gems are regarded as holy
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
stationed at each position marked W on the map. Each of the barracks is secured by a barred gate through which the bugbears can keep an eye on the captives. Each set of bars is secured by a lock and a bolt
can escape. Treasure. The tribe’s leader has four gems worth 100 gp each. Nine of the other troglodytes have single gems, seven worth 50 gp each and two 10 gp ones. These gems are regarded as holy
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
stationed at each position marked W on the map. Each of the barracks is secured by a barred gate through which the bugbears can keep an eye on the captives. Each set of bars is secured by a lock and a bolt
can escape. Treasure. The tribe’s leader has four gems worth 100 gp each. Nine of the other troglodytes have single gems, seven worth 50 gp each and two 10 gp ones. These gems are regarded as holy
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
.
The statues depict four historic leaders of the Knights of Solamnia and the bison-headed god Kiri-Jolith. A cleric of Kiri-Jolith or a character who succeeds on a DC 14 Intelligence (Religion) check
Violet flames engulf this room, dancing across walls with faded mosaics of blacksmiths forging gleaming weapons. Bars seal off alcoves to the north and south. To the west, weapons hang on the walls. A
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
.
The statues depict four historic leaders of the Knights of Solamnia and the bison-headed god Kiri-Jolith. A cleric of Kiri-Jolith or a character who succeeds on a DC 14 Intelligence (Religion) check
Violet flames engulf this room, dancing across walls with faded mosaics of blacksmiths forging gleaming weapons. Bars seal off alcoves to the north and south. To the west, weapons hang on the walls. A
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
.
The statues depict four historic leaders of the Knights of Solamnia and the bison-headed god Kiri-Jolith. A cleric of Kiri-Jolith or a character who succeeds on a DC 14 Intelligence (Religion) check
Violet flames engulf this room, dancing across walls with faded mosaics of blacksmiths forging gleaming weapons. Bars seal off alcoves to the north and south. To the west, weapons hang on the walls. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Istrid Horn Istrid is regarded as the Black Network’s Master of Trade and Coin in Waterdeep. The shield dwarf operates an illegal lending
, +6 to hit with spell attacks). She has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, spare the dying
1st level (4 slots): divine favor, guiding bolt
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Istrid Horn Istrid is regarded as the Black Network’s Master of Trade and Coin in Waterdeep. The shield dwarf operates an illegal lending
, +6 to hit with spell attacks). She has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, spare the dying
1st level (4 slots): divine favor, guiding bolt
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Istrid Horn Istrid is regarded as the Black Network’s Master of Trade and Coin in Waterdeep. The shield dwarf operates an illegal lending
, +6 to hit with spell attacks). She has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, spare the dying
1st level (4 slots): divine favor, guiding bolt
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in the middle of this room, its wings partially outstretched. A wall of iron bars stretching from floor to ceiling forms a protective barrier around the chamber’s entrance, keeping visitors separated
of giant rats.
The bars that surround the double door can’t be bent or damaged, but characters can use misty step spells and similar magic to bypass them. The bars are 1 foot apart, leaving gaps
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in the middle of this room, its wings partially outstretched. A wall of iron bars stretching from floor to ceiling forms a protective barrier around the chamber’s entrance, keeping visitors separated
of giant rats.
The bars that surround the double door can’t be bent or damaged, but characters can use misty step spells and similar magic to bypass them. The bars are 1 foot apart, leaving gaps
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in the middle of this room, its wings partially outstretched. A wall of iron bars stretching from floor to ceiling forms a protective barrier around the chamber’s entrance, keeping visitors separated
of giant rats.
The bars that surround the double door can’t be bent or damaged, but characters can use misty step spells and similar magic to bypass them. The bars are 1 foot apart, leaving gaps
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city — and the best place to fence stolen gems, as it’s also the local Guild headquarters. In addition to
Crossing have a reputation as rakes and riffraff, and the neighborhood specializes in seedy dive bars and gambling halls where belligerent drunks can be ejected directly out over the river. At the same
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, Disengage, or Hide action.
Tyler Jacobson Among Little Calimshan’s most notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city — and the best place to fence
have a reputation as rakes and riffraff, and the neighborhood specializes in seedy dive bars and gambling halls where belligerent drunks can be ejected directly out over the river. At the same time
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, Disengage, or Hide action.
Tyler Jacobson Among Little Calimshan’s most notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city — and the best place to fence
have a reputation as rakes and riffraff, and the neighborhood specializes in seedy dive bars and gambling halls where belligerent drunks can be ejected directly out over the river. At the same time
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city — and the best place to fence stolen gems, as it’s also the local Guild headquarters. In addition to
Crossing have a reputation as rakes and riffraff, and the neighborhood specializes in seedy dive bars and gambling halls where belligerent drunks can be ejected directly out over the river. At the same
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
against being charmed or frightened.
Spellcasting. Thurstwell is a 2nd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13). He has the following cleric spells prepared:
Cantrips (at
not to speak or cry out lest the imps sting them. The imps avoid combat with well-armed intruders. If anyone tries to free a prisoner, the invisible imp closest to that prisoner slips through the bars
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city — and the best place to fence stolen gems, as it’s also the local Guild headquarters. In addition to
Crossing have a reputation as rakes and riffraff, and the neighborhood specializes in seedy dive bars and gambling halls where belligerent drunks can be ejected directly out over the river. At the same
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, Disengage, or Hide action.
Tyler Jacobson Among Little Calimshan’s most notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city — and the best place to fence
have a reputation as rakes and riffraff, and the neighborhood specializes in seedy dive bars and gambling halls where belligerent drunks can be ejected directly out over the river. At the same time
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
against being charmed or frightened.
Spellcasting. Thurstwell is a 2nd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13). He has the following cleric spells prepared:
Cantrips (at
not to speak or cry out lest the imps sting them. The imps avoid combat with well-armed intruders. If anyone tries to free a prisoner, the invisible imp closest to that prisoner slips through the bars
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
against being charmed or frightened.
Spellcasting. Thurstwell is a 2nd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13). He has the following cleric spells prepared:
Cantrips (at
not to speak or cry out lest the imps sting them. The imps avoid combat with well-armed intruders. If anyone tries to free a prisoner, the invisible imp closest to that prisoner slips through the bars
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
cleric spells (DM’s choice), and a metal case holding six potions (healing, diminution, plus four more of the DM’s choice). A secret compartment in the lid of the box that contains the potions holds
first coffer examined holds a spell scroll of word of recall and three bars of adamantine, each weighing 5 pounds and worth 500 gp each. The second coffer contains 100 cp, 100 sp, 10 ep, 20 gp, and 10 pp
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
room. All the chests are unlocked. Each contains personal effects and a small ivory statuette of Semuanya. These are of no value but are regarded as very valuable by the shamans. Treasure. The chests
stout wooden gate bars your way, reaching from floor to ceiling. It is hinged at the walls and locked in the center.
The gate that allows access to this area and area 27 is normally closed and locked
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
cleric spells (DM’s choice), and a metal case holding six potions (healing, diminution, plus four more of the DM’s choice). A secret compartment in the lid of the box that contains the potions holds
first coffer examined holds a spell scroll of word of recall and three bars of adamantine, each weighing 5 pounds and worth 500 gp each. The second coffer contains 100 cp, 100 sp, 10 ep, 20 gp, and 10 pp
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
cleric spells (DM’s choice), and a metal case holding six potions (healing, diminution, plus four more of the DM’s choice). A secret compartment in the lid of the box that contains the potions holds
first coffer examined holds a spell scroll of word of recall and three bars of adamantine, each weighing 5 pounds and worth 500 gp each. The second coffer contains 100 cp, 100 sp, 10 ep, 20 gp, and 10 pp
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
room. All the chests are unlocked. Each contains personal effects and a small ivory statuette of Semuanya. These are of no value but are regarded as very valuable by the shamans. Treasure. The chests
stout wooden gate bars your way, reaching from floor to ceiling. It is hinged at the walls and locked in the center.
The gate that allows access to this area and area 27 is normally closed and locked
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
room. All the chests are unlocked. Each contains personal effects and a small ivory statuette of Semuanya. These are of no value but are regarded as very valuable by the shamans. Treasure. The chests
stout wooden gate bars your way, reaching from floor to ceiling. It is hinged at the walls and locked in the center.
The gate that allows access to this area and area 27 is normally closed and locked
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
tables on the upper deck beneath hanging lanterns, smoking and drinking between wagers, while a more raucous crowd congregates around bars and gambling tables on the decks below. Mandorcai’s Mansion The
strongheart halfling priest. Supported by donations from all ranks of society and beloved by their community, the halfling cleric and his adult children Hansen and Sissa (both lawful good strongheart






