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Returning 35 results for 'before barriers defusing consult raised'.
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Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
naming conventions. As if to emphasize that they don’t really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names
.
EXCELLENT AMBASSADORS
Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and
Species
Strixhaven: A Curriculum of Chaos
raised above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list
, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Backgrounds
Guildmasters’ Guide to Ravnica
smear the blood of my enemies over my skin.
7
I was, in fact, raised by maaka.
8
HarrRRAAGGHH! [I rarely form a coherent sentence and prefer to express myself by breaking things
.
2
A Boros soldier gives me gifts in exchange for information about other clans’ movements.
3
I once caught and released a Dimir spy.
4
I consult with a Golgari shaman for
Species
Dragonlance: Shadow of the Dragon Queen
follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one
height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Species
Spelljammer: Adventures in Space
suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one other language
, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Species
Spelljammer: Adventures in Space
follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one
randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Species
Spelljammer: Adventures in Space
increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read
character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Species
Spelljammer: Adventures in Space
scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can
determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Species
Spelljammer: Adventures in Space
to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one other language that you and
, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the
Species
Spelljammer: Adventures in Space
the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s
weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
gong in area 9. The Temple Roster table summarizes the positions of yuan-ti across the lair and indicates how they react when intruders are detected or the gong is struck.
Once an alarm is raised
, begin tracking how much time the characters spend in the temple. At the end of each hour, roll percentile dice and consult the Temple Reinforcements table to see what else arrives. Reinforcements enter
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
increase, none of the scores can be raised above 20. Languages Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The
, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
increase, none of the scores can be raised above 20. Languages Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The
characters, including owlin, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
scores you decide to increase, none of the scores can be raised above 20. Languages Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for
and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Spells Sarya raised her hands and began to declaim the words of a very powerful spell, one of the most dangerous she knew, a spell designed to breach the barriers between the planes and create a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
M18. Audience Chamber The walls of this chamber are jet black, with gold-painted scrollwork where the walls meet the ceiling and each other. Ornate, high-backed armchairs face a raised dais. An
, Endelyn performs a macabre puppet show that reveals how each character is fated to depart the multiverse. Have each player roll a d8 and consult the Unhappy Endings table to find out how Endelyn
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
reserves, or otherwise planning the fortress’s defense. Areas 1, area 5, and area 19 have particular encounters associated with them (see “Assault Encounters”). For every other area, consult the following
alert is raised — the sahuagin know the enemy is among them! When noted in an encounter area. A sahuagin flees battle and reaches Blademaster Makaht in area 10 or Baron Kepmak via area 19. The party
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
character can pull the doors open by succeeding on a DC 12 Strength (Athletics) check. A 30-foot-deep pit just inside these doors is spanned by a 20-foot-square wooden drawbridge that can be raised by a
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Each creature in the room takes 45 (10d8) fire damage. While the room is revolving, an additional effect is triggered at the end of initiative count 10. Roll a d20 and consult the Revolving Room
Effects table. The room stops tumbling if the lever in area 38A is raised, or if the south door is opened or destroyed. The door’s locks are hidden in the walls and can’t be picked with thieves’ tools
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
of a giant holding up a heavy, iron lantern with one raised arm. Each type of giant is represented: hill, stone, frost, fire, cloud, and storm. A cold, magical light radiates from each lantern
appears on few maps, and few folk know of it. Characters who consult with a member of the Surveyors’, Map & Chartmakers’ Guild in Waterdeep or any learned sage in Everlund or Silverymoon can procure a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
several examples. Complications occur randomly. Each participant in the chase rolls a d20 at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
constellations 2 A stone tablet with fine holes drilled through it 3 A speckled owlbear hide, tooled with raised marks 4 A collection of maps bound in an ebony cover 5 A crystal that projects starry patterns
of 9 or lower on the d20 as a 10. Cosmic Omen 6th-level Circle of the Stars feature Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
was an estate in the Sea Ward. Their relationship faltered as Dagult’s visits to Neverwinter became more frequent and extended. He made promises to Kalain that he failed to keep, and when she raised
unlocks the outer doors of Kalain’s residence. Displayed in every room except area W5 is one of Kalain’s paintings. To determine the subject of any given painting, roll a d12 and consult the Painting
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spends an hour chipping away at the walls, roll percentile dice and consult the Mining Discoveries table to determine what, if anything, the character unearths. The tourmalines found in the mine are
or raised. The true monster of the mine reveals itself M7. Bucket Lift Landing The mechanism creaks as the bucket lift descends to the floor of a small cave where two dusty tunnels lead in opposite
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
clothes. Floorboard Stash. A character who searches the cabin and succeeds on a DC 10 Wisdom (Perception) check notices a floorboard in the middle of the room that is raised slightly above its
out a way to lift the floorboard from a safe distance, the dart misses.) Treasure. A sack full of 200 gp rests in a small compartment beneath the raised floorboard. C7: Mess Hall A long table takes up
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
adventurers kill their nemesis, they might next encounter the villain raised from the dead or as an undead. It’s conceivable that dying could make a villain more powerful and more angry at the meddling
villains in this category are numbered among the driving forces described later in this chapter. You can use the Villain You Don’t Understand table to choose one of these forces, then consult the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, allowing access to area X37. The portcullis can also be raised with a knock spell or similar magic. Brute force, in the form of a successful DC 25 Strength (Athletics) check, also works—but circumventing
: This unlit room contains four alcoves on the north wall and four on the south wall. Inside each alcove is an iron chest.
The pointed teeth of a raised iron portcullis jut from the ceiling of each
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
door of thick timbers reinforced by iron bands.
The gate is barred from the inside. It can’t be forced open by any means short of a siege engine. The bar can be raised from inside the gatehouse passage
random encounter occurs. To determine the encounter, roll a d6 and consult the following table: d6 Encounter 1 1d3 commoners (see area K17) 2 1d4 bandits (see area K8) 3 1d3 Crushing Wave reavers
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
creatures are in the chasm, have them roll initiative. On initiative count 10, roll a d20 and consult the following table to determine what effect, if any, occurs in the chasm: d20 Effect 1–10 None
. Between them, a churning thundercloud thrashes with lightning. Thunder cracks, and cascades of tiny rocks tumble from above. Beneath the thunderhead stands a raised area splattered with the blood of many
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
schedule. Each tower contains a large winch for raising and lowering the chain that controls access to the harbor. The chain is effective only if both sides are raised, and it takes 3 actions to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
River, south of the Lurkwood. During the winter, most of Shining White is buried under snow. During the summer, the grass atop the mound grows tall. Two raised rings of grass-covered earth form
or barriers, so anyone traversing it is at the mercy of the wind. Suggested Encounter The first time the adventurers approach the midpoint of the bridge, they see a fire giant and a hell hound
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
and each other, speaking through the barriers so as to maintain anonymity. Also popular are schools like the Lamp of Learning and the Verdashir Academy (also known as the Dervish Academy), which train
Flaming Fist soldiers staff the checkpoint, which operates only during the day. After dark, the drawbridges on either side of the keep are raised, halting all traffic and forcing latecomers to take
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
people from across the city can buy and sell secrets with Guild agents and each other, speaking through the barriers so as to maintain anonymity. Also popular are schools like the Lamp of Learning and the
Flaming Fist soldiers staff the checkpoint, which operates only during the day. After dark, the drawbridges on either side of the keep are raised, halting all traffic and forcing latecomers to take shelter
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
engraved into the walls of this place, casting an eerie light throughout the chamber. Three chanting sahuagin dressed in ceremonial robes float near the altar, their arms raised toward the ceiling, which
is attacked. If the characters observe the interaction for 10 minutes, they witness the baron rise and issue an angry judgment before turning to consult with the priestess on other matters. The two
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of interest: Eight stained glass windows overlook a ruined auditorium. Benches glistening with frost are arrayed in broken rows, facing a raised lectern. A bejeweled goblet rests on the lectern. Steam
“Supernatural Gifts” in the Dungeon Master’s Guide). Roll a d8 and consult the Magic Goblet Charms table to determine which charm is bestowed. Each charm grants its recipient the power to cast a






