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Returning 35 results for 'bed both druids chain rules'.
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bed both druids charm runes
Classes
Player’s Handbook
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9 GP; or (B) 50 GP
Druids belong to ancient
orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.
Revering nature above all
Classes
Player’s Handbook
Equipment
Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelin;Javelins, Holy Symbol, Priest's Pack, and 9 GP; or (B) 150 GP
Paladins are united by their oaths to stand against the
level 1 features, which are listed in the Paladin Features table. See the multiclassing rules to determine your available spell slots.
Paladin Features
—Spell Slots per
Classes
Player’s Handbook
, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light and Medium armor and Shields
Starting Equipment
Choose A or B: (A) Chain Shirt, Shield
table. See the multiclassing rules to determine your available spell slots.
Cleric Features
——Spell Slots per Spell Level——
Level
Proficiency Bonus
Backgrounds
Baldur’s Gate: Descent into Avernus
underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One
, government institution, or — certainly — the Guild. This operative will hear you out and, at their discretion, take your information or request up their chain of command. These meetings almost
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that call on the forces of nature. Harnessing the
magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction. Revering nature above all, individual Druids gain their magic from nature, a nature
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Shields Starting Equipment Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that
call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction. Revering nature above all
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
18. Talis’s Bedchamber An enormous bed is covered in a soft burgundy bedspread, and a fire crackles in the fireplace, lending the room warmth and an atmosphere of comfort. Treasure Talis keeps a
locked chest in this room and she carries the only key. It can also be opened by a character using thieves’ tools with a successful DC 21 Dexterity check. When opened, light spills out from the +1 chain
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
18. Talis’s Bedchamber An enormous bed is covered in a soft burgundy bedspread, and a fire crackles in the fireplace, lending the room warmth and an atmosphere of comfort.
Treasure Talis keeps a
locked chest in this room and she carries the only key. It can also be opened by a character using thieves’ tools with a successful DC 21 Dexterity check. When opened, light spills out from the +1 chain
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
chandelier is a dead giant spider.
19b. Old Bedchamber Dead Spider. A dead giant spider, its body shot full of arrows and scorched by fire, lies next to a broken wooden bed against the east wall
starved to death. The skeleton is clad in a chain shirt and wears a ring of swimming on one bony finger. Characters who search the armoire also find an explorer’s pack (minus water and rations). 19c
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
34. Cult Leaders’ Quarters This room contains a large wood-framed bed with a rotted feather mattress, a wardrobe containing several old robes, a pair of iron candlesticks, and an open crate
containing thirty torches and a leather sack with fifteen candles inside it. At the foot of the bed is an unlocked wooden footlocker containing some gear and magic items (see “Treasure” below). Two ghasts
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
chain.
Furnishings. Beneath the chandelier lies an elongated, oval dining table with a slate top and spider-like iron legs. Eight cushioned iron chairs surround it. An ornate wooden cabinet stands
especially valuable. 14d. Mirror Gate to Level 7 Bed. A zurkhwood bed draped by a spider silk canopy stands against the north wall.
Mirror. A tall, rectangular mirror is mounted on the east wall. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
three copper pneumatic tubes fastened to a wall, with a shelf of empty copper canisters below them.
Bed. At the north end of the room is a comfortable mahogany bed, its bedposts topped with imp carvings
hour, twice in a blue moon, and never in sunshine?” The answer is “The letter O.” The rules of this gate are as follows: If the riddle is answered aloud and correctly by someone within 30 feet of the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
top of the fountain. In the water, the white, gauzy form of a crayfish lies on a bed of lime encrustations.
To the west, stairs lead up out of the room, and to either side of the stairs along the
“crayfish” is nothing more than the shed shell of a long-expired resident of the fountain. Beneath it is a platinum key and chain (worth 20 gp). The key unlocks the portcullis that blocks the exit in area 53.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Underwater See chapter 9 of the Player’s Handbook for rules on underwater combat. Random Undersea Encounters You can check for random undersea encounters as often as you would check for them on land
(shallow waters) or hunter sharks (deep waters) circling around it (50 percent chance that the ship contains treasure; roll randomly on the treasure tables in chapter 7) 4 Bed of giant oysters (each
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(Melissara Shadowdusk) sits in an easy chair in the northeast corner, reading and muttering to herself.
Other Furnishings. A canopied bed and an armoire stand against the south wall, and a silk curtain
. Derrion’s Chamber Derrion. A middle-aged man with a scarred face (Derrion Shadowdusk) is pacing about the room anxiously.
Furnishings. These include a simple bed to the west, a dresser filled with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
29. Southwest Guest Room The door frame has an electrum coin wedged into it (see area 19). This room’s features are as follows: Furnishings. A comfortable bed, a handsome armoire, a three-paneled
the arch’s keystone is a hand clutching a lit torch. The arch is one of Halaster’s magic gates (see “Gates”), and its rules are as follows: If a lit torch is brought within 5 feet of the arch, the gate
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither.
See the Player’s Handbook for rules on using armor or weapons without proficiency.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, 11 hit points, and immunity to poison and psychic damage. Using an action, a creature can pull a chain free of the tree with a successful DC 17 Strength (Athletics) check. Combat Rules. A trial by
D9. Proving Grounds A mangrove tree stands in the middle of a patch of heavily churned mud, where rusting and rotting bits of armor and weapons are scattered. Two lengths of chain are anchored to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Schools of Magic The rules of the game refer to the schools of magic (abjuration, illusion, necromancy, and so on), but it’s up to you to determine what those schools signify in your world. Similarly
like these exist in your world. Wizards (and bards and druids) might be so rare that a player character learns from a single mentor and never meets another character of the same class, in which case
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Druid My plan for creating an intern tier consisting of nothing but giant ants should allow us to increase productivity by 37 percent. Who’s with me? At first glance, druids might not seem the best
fit for an Acquisitions Incorporated campaign, with its frequent forays into urban settings and its focus on treasure procurement and business considerations. But the primal power wielded by druids
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
platform is covered with cushions and pillows to make a broad, divan-like bed. One side of the chamber contains a small table and two chairs, while the other holds a small shrine to Lolth, draped in white
silk. A heavy chest of black-stained zurkhwood sits at the foot of the bed. Ilvara retreats to her quarters for privacy, rest, and meditation. Roll a d6. On 1–2, the priestess is here. On a roll of 1
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spellcasting Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid
certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spellcasting Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid
plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Persuasion, or Religion Weapon Proficiencies Simple weapons Armor Training Light and Medium armor and Shields Starting Equipment Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7
and Medium armor and Shields. Gain the Cleric’s level 1 features, which are listed in the Cleric Features table. See the multiclassing rules in “Creating a Character” to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spans the chasm (see area 16).
Debris. What’s left of the floor is strewn with broken, corroded fragments of dwarf-sized chain mail and plate armor.
Arch. Embedded in the middle of the south wall
pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at any given time. A detect magic spell reveals that one of the pieces (determined randomly) is magical. When that
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
intruders from this point. If the characters battle the wood woads in this area rather than outside the cave, the druids in area C3 free the owlbears in area C2, then arrive as backup at the end of
the third round of combat. Green moss grows over the remains of three headless ghouls stuffed into an alcove in the south. GNAWBONES DRUIDS
The Gnawbones are lawful evil female human druids who speak
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Proficiencies Choose 2: History, Insight, Medicine, Persuasion, or Religion Weapon Proficiencies Simple weapons Armor Training Light and Medium armor and Shields Starting Equipment Choose A or B: (A) Chain
Cleric Traits table: Hit Point Die and training with Light and Medium armor and Shields. Gain the Cleric’s level 1 features, which are listed in the Cleric Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
that contains four wooden beds with moldy mattresses. At the foot of each bed is an empty, overturned chest. 3b. South Guardhouse Each door of this guardhouse is barricaded shut from within and
image of a dead tree carved into its keystone. Its rules are as follows: Touching the arch with a dead twig or branch causes the gate to open for 1 minute. Characters must be 6th level or higher to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
rattling of chains all around them. 12. Dressing Mill Eight orcs work here under the watch of a fire giant. The bucket chain moves from north to south through this room, the iron buckets dangling a few feet
must pass through them to hit its target. The northern and eastern gantries are unlit. The ceiling is 40 feet above the gantries, the floor 50 feet below. The rattling of the bucket chain fills the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
writing desk with matching chair, a comfortable-looking bed, and a wooden chest at the foot of the bed.
If Iarno is surprised, add the following paragraph: Sitting at the desk is a short, dark-bearded
checks made to find the slightly ajar secret door (see “Advantage and Disadvantage” in the Basic Rules). For more information on secret doors, see the “General Features” section above. If he manages
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
peer into this room through the portcullis, use this description instead: Muffled sobs and moans rise from four pits with circular iron grates covering them. A chain hooked to each grate stretches
checks made to jump. Fenthaza (see area 5) carries the keys for these bindings. See “Adventuring Gear” in chapter 5 of the Player’s Handbook for rules on breaking, escaping, and unlocking manacles (and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Shields Starting Equipment Choose A or B: (A) Chain Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest’s Pack, and 9 GP; or (B) 150 GP Paladins are united by their oaths to stand against the
the Paladin Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
takes a Medium or Small character 1 minute to chug one down. Five spell scrolls (animate objects, chain lightning, dominate monster, legend lore, and phantasmal killer). Each scroll is written on a 12
manner, which means the characters must persuade Sansuri to summon it for them if they want to obtain its contents (see “Development”). Treasure The gold tracery that adorns Sansuri’s bed, if it is all
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
bed with a straw-filled mattress. Mounted above the bed’s headboard is a wooden holy symbol. This room once belonged to Doru, Donavich’s son, who is trapped in the undercroft (area E5g). It hasn’t
been used in more than a year and contains nothing of value. E5c. Donavich’s Bedroom This dirty room contains a wooden bed with a straw-filled mattress, next to which rests a small table with an oil lamp
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
(rank 3), bearded devils and merregons (rank 4), barbed devils (rank 5), chain devils (rank 6), and bone devils (rank 7). These devils are specialists, typically assigned to tasks that best suit their
all. Rules for Everything Devils are evil schemers by nature, but they must operate within the bounds of the Nine Hells’ intricate legal code. A devil’s attitude toward the law is in part driven by its






