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Returning 9 results for 'before been dreaming cure refuses'.
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before been drawing core refuses
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
spell ends, the recipient of the spell is immune to this property for 24 hours. Dreaming Intuition. The creature casts either the commune or the divination spell as it sleeps, requiring no additional
condition for 24 hours. A creature charmed in this way refuses to leave Dreamer’s Reach and wants to use one of the site’s properties the next time the creature sleeps. Each time a creature succeeds on or fails this saving throw, the save DC permanently increases by 1 for that creature.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Dreamer’s Reach Adventures Here are sample adventure hooks to bring characters to Dreamer’s Reach or to give them missions to pursue there. Dreaming Key A cloud giant has taken control of Dreamer’s
giants who seek omens from the dream world. The patrol refuses to leave, and the giants and creatures from the Stone Giant Encounters table (see chapter 3) fight to keep the patrol here if necessary.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
adventurers refuses to serve the boss anymore. Find them and convince them to return, or join forces with them to topple the giant. Financier Armed with tremendous wealth, a giant financier pursues personal
dreams. The tutor might teach stone carving, runic magic, or the histories of the giants to eager students, while sending them on missions to gather wisdom from the dreaming world.
The Tutor
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
assumes they’re hostile and attacks them on sight. Otherwise, it assumes the characters are creations of its dreaming mind until they demonstrate otherwise. If the characters make a scene, Renekor feels
said they were going to find a way to cure him, and he is worried that the Harpers are just biding their time until they can kill him. Quill notes that the beholder might be his key to escaping
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Tribe Camp” for a map and a general description of the campsite. There are no sled dogs at this camp. The characters are not dreaming; the Frostmaiden’s magic has teleported them from Grimskalle to
gladiator with Survival +5. See “Reghed Tribe Camp” for a map and a general description of the campsite. The characters are not dreaming; the Frostmaiden’s magic has teleported them from Grimskalle to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
suspicions are allayed, and the character is permitted to board. If Storn wins the contest, the character is turned away. A character who refuses to leave is attacked. On any given night, 2d6 × 5 well
the bridge, moving about the ship, or on the dock.) 13. Lord Drylund’s Cabin If he’s not shaking hands and whispering in the ears of guests, Khaspere Drylund is here, dreaming of the day when he
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
takes 5 minutes and exposes the character to the blood’s effects (see “Interior Features”). A cure wounds spell or similar magic cast on the wound closes it, stanching the blood flow. S5. Food Fight
despondent if her advice is ignored. Lulu refuses to do anything but the bare minimum to help the characters until her confidence in their good judgment is restored. If the characters mention their interest in
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
read her thoughts, as well as any divination spell that she refuses. Wisdom (Insight) checks made to ascertain her intentions or sincerity have disadvantage.
Legendary Resistance (3/Day). If Isperia
level (4 slots): cure wounds, sanctuary
2nd level (2 slots): aid, lesser restoration
Actions
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
has no reason to trust the characters, refuses to emerge from his hiding place. A character can earn the butler’s trust and coax him out by reciting Demitasse’s rhyme (see area P19) and then sharing a
Eight eyes open, always dreaming
All on the cauldron that is ever seeming.
Freeing Zybilna. A character can use an action to touch Zybilna with a unicorn horn while speaking her true name






