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Returning 35 results for 'before back divinity churning resolve'.
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Monsters
Forgotten Realms: Adventures in Faerûn
Blood-Soaked Resolve. While Bloodied, the cultist has Advantage on saving throws.Multiattack. The cultist makes three Cursed Blade attacks. It can replace one of these attacks with a use of
adventurers Bane, Bhaal, and Myrkul seized divinity but were slain for their hubris. All three have been reborn and are now known as the Dead Three. Each of the Dead Three has inspired wicked cults that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
requires the abomination to bathe in the blood of their enemies. The transformation is quick but painful.
Anathemas consider themselves demigods on the path to greater divinity. They demand obeisance
from weaker creatures and use every resource at their disposal to war against neighbors, seeking the captives, sacrifices, glory, and riches the anathemas believe they need to achieve true divinity
Monsters
Phandelver and Below: The Shattered Obelisk
back. Steeped in strange energy, aberrant zealots borrow their vicious might from the monstrous entities that inhabit that fell plane.PsychicVoid Warp (Recharge 5–6);{"diceNotation":"1d6", "rollType
":"recharge", "rollAction":"Void Warp"}. The zealot teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void
Monsters
Phandelver and Below: The Shattered Obelisk
: arcane gate, hunger of HadarAberrant zealots are cultists who have reached out to the powers of the Far Realm—only for something to reach back. Steeped in strange energy, aberrant zealots
teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void in the space it left. Immediately after it teleports
Cleric
Legacy
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Classes
Basic Rules (2014)
her holy symbol as light pours from it to drive back the zombies crowding in on her companions.
Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the
Channel Divinity (1/rest), Divine Domain Feature
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Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
die and the new spring forth. 2 Oak trees represent strength and vitality. Meditating under an oak fills your body and mind with resolve and fortitude. 3 The river’s endless flow reminds you of the
great span of the world. You seek to act with the long-term interests of nature in mind. 4 The sea is a constant, churning cauldron of power and chaos. It reminds you that accepting change is necessary
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K65. Kitchen A horrible odor of decay fills this steaming hot room. A huge pot bubbles over a blazing fire pit in the center of the room, its green, muddy contents churning. The far wall is lined
club and tries to beat them back into the pot. Cyrus explains that he just isn’t the cook he used to be, and his meals tend to get out of hand these days.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those
this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Channel Divinity: Balm of Peace 2nd-level Peace Domain feature You can
Compendium
- Sources->Dungeons & Dragons->Divine Contention
: Bolts of lightning lash from the heavens, sizzling on the surface of the sea. Through the crackling electricity, a giant figure emerges from the churning water: a muscular man wearing half-plate armor
, and even the undead withdraw back into the ship. If Fheralai Stormsworn still lives, Talos demands that she explains her failures to him. If the party advised her on what to say to her god, she may
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
four central principles are simple. Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair. Shelter the Light. Where there is
ensnaring strike, speak with animals 5th misty step, moonbeam 9th plant growth, protection from energy 13th ice storm, stoneskin 17th commune with nature, tree stride Channel Divinity When you take this oath
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
works, its clanging heart, and the forges kept alive by the flames of Themberchaud, the red dragon that holds the title of Wyrmsmith. Gracklstugh toils endlessly, its smiths churning out the best armor
Underdark with active trade routes. For the characters, this means a potential chance to find a way back to the surface world — and just as importantly, to shake off the drow that pursue them. However, the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
that uses either of those skills. Channel Divinity: Knowledge of the Ages Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one
skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool. Channel Divinity: Read Thoughts At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
hobgoblin general, whose descendants want it back. The ways to resolve these problems aren’t always simple. Certain situations demand straightforward decisions. If Emerald Claw cultists are about to
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to greater divinity. They demand obeisance from weaker creatures and use every resource at their disposal to war against neighbors, seeking the captives, sacrifices, glory, and riches the anathemas
believe they need to achieve true divinity. Anathemas don’t age, allowing them to pursue their goals until the end of days. Truly powerful ones might rule multiple yuan-ti cities and bring entire
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
her sons invite the characters to a private dinner at Wachterhaus. During the dinner, Lady Wachter determines whether the characters have the ability and the resolve to crush the baron. If the
(see chapter 2, area L), the Vistani return Lady Wachter’s gold to Ernst and do nothing. Otherwise, a Vistana bandit watches the road east of Vallaki and reports back to camp if the characters are
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
automatically grabs one of its bands before falling. The creature can use an action to try to climb back onto the engine, doing so with a successful DC 10 Strength (Athletics) check. At the end of its
successful DC 10 Dexterity saving throw. A creature saved in this manner can use its action to try to climb back onto the engine, doing so with a successful DC 13 Strength (Athletics) check. If the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Aberrant Zealot Aberrant zealots are cultists who have reached out to the powers of the Far Realm—only for something to reach back. Steeped in strange energy, aberrant zealots borrow their vicious
zealot teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void in the space it left. Immediately after it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Inner Planes He was lying on his back upon baked and smoldering stone, staring up at a smoky gray sky lit from distant and unseen fires. Around him, a sea of lava burped gouts of gas and jets of
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
rules and Urban Chase Complications table in chapter 8 of the Dungeon Master’s Guide to resolve the scene. The chase ends when the characters catch up to Coal or after three rounds, when a Daask hit
alley. If the characters rush to help her, they find the warforged unconscious on the ground, but stable, surrounded by the Daask criminals. If the characters resolve the chase by catching up to Coal
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
battle to steal back a magic cloak—a family heirloom, Vaeve says—recently taken to Miska’s treasure vault somewhere in the stone citadel on the beach below. But Vaeve and Naxa became separated in the
the battlefield for some reason. Vaeve asks the characters to escort Naxa from the citadel back to Carapace Ridge. There’s significant treasure in the citadel, Vaeve says, and Vaeve would be grateful
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
game sessions to resolve. When strung together, these adventures form an ongoing campaign. A D&D campaign can include dozens of adventures and last for months or years. A Dungeon Master gets to wear
to slaughter the adventurers but to create a campaign world that revolves around their actions and decisions, and to keep your players coming back for more! If you’re lucky, the events of your campaign will echo in the memories of your players long after the final game session is concluded.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
citizens should find themselves engaged in an ugly bit of skulduggery involving opening a tomb. Underneath the self-deprecating manner is a stern resolve. The Kraken Society paid good money for the orb
battle. Unferth hangs back and uses his spells to support his allies. If the characters accepted Nareen’s offer to guide them here, and she is uninjured from Haliyra’s attack, she and one of her
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
game back to step 1. This pattern holds during every game session (each time you sit down to play D&D), whether the adventurers are talking to a noble, exploring a ruin, or fighting a dragon. In
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
attack bonus, assume that it hits once with each of those attacks. If a creature’s attacks have different attack bonuses, resolve each attack separately. This attack resolution system ignores critical
hits in favor of reducing the number of die rolls. As the number of combatants dwindles, switch back to using individual die rolls to avoid situations where one side can’t possibly hit the other. Mob
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, the city can count on the other members of the Lords’ Alliance to come to its defense. This arrangement infuriates Amn, which is not prepared to test the alliance’s resolve. To the east, the nations of
question, selling them at a high markup. Travelers seeking a specific book also hire mercenaries or adventurers to venture into dungeons or ruins and bring back the prize. If information can’t be
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Immersive Storytelling Waterdeep is threatened by political turmoil. The adventurers must convince the Masked Lords, the city’s secret rulers, to resolve their differences, but can do so only after
against the player’s better judgment, because “that’s what the character would do.” Since combat isn’t the focus, game rules take a back seat to character development. Ability check modifiers and skill
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
game back to step 1. This pattern holds during every game session (each time you sit down to play D&D), whether the adventurers are talking to a noble, exploring a ruin, or fighting a dragon. In
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don’t need to take turns, but the DM listens to every player and decides how to resolve
the flow of the game right back to step 1.
This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a mighty dragon
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
floating nodule resembles an open maw. A structure akin to a small tent but made of bone or pale stone stands in the back of the cave.
The tent is an aperture made of bone as dense as solid rock. It
, passages lead to the left and right, sloping upward and curving back toward each other. Where they meet, a tough membrane holds back the Nematode’s rudimentary liquid brain matter. Read or paraphrase
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Channel Divinity to imbue one Melee weapon that you are holding with positive energy. For 10 minutes or until you use this feature again, you add your Charisma modifier to attack rolls you make with that
use of your Channel Divinity and distribute Temporary Hit Points to creatures of your choice within 30 feet of yourself, which can include you. The total number of Temporary Hit Points equals 2d8 plus
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-foot-deep pool of yellow acid. Visible through the churning, translucent acid are three 1-foot-diameter pitted iron wheels affixed to the pit floor in a triangular formation.
Secret Door. A secret
pit. In lieu of turning those wheels, characters need three separate knock spells to open the door (one per lock). The door can’t be forced open otherwise. Once all three bolts are slid back, the door
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Efreet view all other creatures as enemies or potential serfs. They raid the Material Plane and the elemental planes, bringing captives back to their homes on the Elemental Plane of Fire. Efreet are
churning lakes of fire, or in the fabled City of Brass. Additionally, efreet military outposts thronging with their minions can be found scattered throughout the planes. On the Material Plane, efreet
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, the city can count on the other members of the Lords’ Alliance to come to its defense. This arrangement infuriates Amn, which is not prepared to test the alliance’s resolve. To the east, the nations of
question, selling them at a high markup. Travelers seeking a specific book also hire mercenaries or adventurers to venture into dungeons or ruins and bring back the prize. If information can’t be
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
be disrupting wards that hold evil at bay. The heroes find a powerful magic weapon in an ancient tomb; but this artifact is the sword of an ancient hobgoblin general, and his descendants want it back
. There are ways to resolve these problems, but the answers aren’t always simple or obvious. There can certainly be times when decisions are straightforward. If the Emerald Claw is about to detonate a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve. There are two styles you can use when
things that can’t be reasonably acted out. Going back to the example of Chris roleplaying Tordek above, here’s how the scene might play out if Chris used active roleplaying: Speaking as Tordek, Chris






