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Returning 35 results for 'before been druids current resolve'.
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Aid
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Spells
Basic Rules (2014)
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At
Monsters
Mordenkainen Presents: Monsters of the Multiverse
typically has one or more pupils who are druid;druids (see the Monster Manual), and the archdruid’s lair is usually guarded by loyal Beasts and Fey creatures.
When an archdruid uses their Change
is replaced by the stat block of that form, except the archdruid keeps its current hit points, its hit point maximum, this bonus action, its languages and ability to speak, and its Spellcasting action
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Prerequisites To qualify for a new class, you must have a score of at least 13 in the primary ability of the new class and your current classes. For example, a Barbarian who decides to multiclass
into the Druid class must have Strength and Wisdom scores of 13 or higher, since Strength is the primary ability for Barbarians and Wisdom is the primary ability for Druids.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Prerequisites To qualify for a new class, you must have a score of at least 13 in the primary ability of the new class and your current classes. For example, a Barbarian who decides to multiclass
into the Druid class must have Strength and Wisdom scores of 13 or higher, since Strength is the primary ability for Barbarians and Wisdom is the primary ability for Druids.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose
up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose
up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Guiding Aspect Many druids feel a strong link to a specific aspect of the natural world, such as a body of water, an animal, a type of tree, or some other sort of plant. You identify with your chosen
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
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Circle of Dreams Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes
for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Druid Subclass A Druid subclass is a specialization that grants you features at certain Druid levels, as specified in the subclass. Druids form loose associations, which they call circles. This
. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of their communities. Level 3: Circle
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
current patriarch, Davian Martikov, is a wereraven, as are his children and grandchildren. The wereravens provide the wine to Barovian taverns for free, knowing the good it brings to the Barovian
against the winery, antagonizing the wereravens like a bad neighbor. Five days ago, evil druids stole the third and final gem and bore it to Yester Hill (chapter 14). The wereravens launched a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. One of them is the current owner of the winery and vineyard, Davian Martikov, who is an old and suspicious man. Until he trusts the characters, he says nothing about the stolen gems but tells them that
evil druids and blights have attacked the winery and forced his family to take refuge in the woods. If the characters rid the winery of its invaders, Davian is grateful. Only then does he tell them
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
heart of the Sumber Hills stands Scarlet Moon Hall, the abode of the druids of the Circle of the Scarlet Moon. To folk of the Dessarin Valley, this is the most mysterious of the Haunted Keeps. It
stronghold of the Cult of the Eternal Flame, elemental fire cultists posing as druids while they seek new adherents. Rivergard Keep This stout castle stands on the banks of the Dessarin River. It consists
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Samurai The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield
. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
do more exciting work elsewhere. They might offer to kill the current leader and put the workers in charge, or they might come up with a totally different plan. Whatever the party’s tactics allow the
roleplaying to carry the encounter until it’s time to resolve the situation. If the adventurers make a compelling offer to the cultists, they might do what the party wants with no check. If the outcome
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->Monsters of the Multiverse
to a nearby community. An archdruid typically has one or more pupils who are druids (see the Monster Manual), and the archdruid’s lair is usually guarded by loyal Beasts and Fey creatures. When an
the stat block of that form, except the archdruid keeps its current hit points, its hit point maximum, this bonus action, its languages and ability to speak, and its Spellcasting action.
The new
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
characters who rely on faith, conviction, or fate—particularly clerics, druids, and paladins—but any character’s story can benefit from them. When using this table, you can choose the entries that speak
circumstance you don’t yet understand. Star When you adopted your current beliefs, your life changed dramatically for the better. Sun While you never placed much stock in the beliefs you were taught
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Druid Subclasses A Druid subclass is a specialization that grants you features at certain Druid levels, as specified in the subclass. Druids form loose associations, which they call circles. This
comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
magic item, put a check mark in one of the empty circles corresponding to the item’s rarity and the current level range of the characters. If the characters gain a magic item of a rarity that has no
unchecked circles at the current level range, check off an empty circle from a lower tier. If all lower level ranges also have no circles left, check off an empty circle from a higher level range. Random
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Creating a Rival In essence, a rival is a somewhat specialized NPC. You can use chapter 4 of the Dungeon Master’s Guide to build a new NPC for this purpose, or pick one from your current cast of
you resolve one or more workweeks of downtime, pick one of the ways a rival’s plans might be advanced and introduce it into play. Think about how a rival might operate in order to bring specific
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
grown less isolated, though, they have come to explore greater continuity in their leadership, and the current speaker, Brimaz, has held the office for several years. One of the few men to ever be
during the harshest winters, many will spend years on the open plains. Many druids, monks, rangers, and sorcerers hail from Sun Guide prides. Swiftclaws Among the greatest hunters of Oreskos, the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
constellation most prominent in the game’s current time of year, or you can choose randomly by rolling on the table. The following are examples of events that might correspond with a zodiac phenomenon: A
creatures in the region. 4 Throne. The resolve of the law-abiding is bolstered, while rebels are emboldened to passionately pursue their causes. Creatures in the region are immune to the frightened
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, characters can resolve encounters without resorting to combat. Some examples are listed below, though the characters may come up with creative alternatives: Bluffing. A character can lie their way
tell if a guard is present by listening at the door and succeeding on a DC 15 Wisdom (Perception) check. The party can make a DC 14 group Dexterity (Stealth) check to hide in their current room until the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
material by providing a structured way to resolve a social interaction. Much of this structure will be invisible to your players in play and isn’t meant to be a substitute for roleplaying. 1. Starting
, or Intimidation skill might apply to the check. The creature’s current attitude determines the DC required to achieve a specific reaction, as shown in the Conversation Reaction table. Conversation
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
on the first day of winter. The current castellan, a boorish twit named Hantanus Tarm (LN male Illuskan human noble), is responsible for defending the gates but has no military experience. The
differentiating it from its neighbors. Most of Goldenfields’ workers are human commoners. A handful of peaceful Chauntea worshipers (NG male and female druids of various races and ethnicities) live and work
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Deepking. The lairds hold council to resolve disputes and discuss future plans. Each clan has its own holdings in Gracklstugh and specializes in a certain craft or service. Duergar Clans Smithing Clan
succeed on a Constitution check or be unable to complete the spell, causing the spell to fail with no effect. The DC for each check is 10 + the creature’s current exhaustion level.
If a creature’s
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Current hit points Total class levels (if any) Fighter class levels (if any) Improved Combat Superiority At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s
resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Harmonium. Residents of the Clerks’ Ward claim it’s the safest and most honest ward in Sigil. Conflict usually occurs on paper, and structured forums for debate allow folks to resolve disagreements
a tout. 2 A stiff-necked Fated tax collector (noble), flanked by two guards, smugly informs the characters they must each pay a “promenade toll” of 1 sp to proceed in their current direction. 3 Out of
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
’ Alliance, but the order takes on any character who feels at home in settled lands. Barbarians, rangers, and druids are seldom involved with this faction, which sometimes leads to strained relations
faction. Their diverse character, motivations, and obligations ensure that they are not in agreement about the current threat facing Faerûn. Moreover, the standing of certain delegates changes from one
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
’ Alliance, but the order takes on any character who feels at home in settled lands. Barbarians, rangers, and druids are seldom involved with this faction, which sometimes leads to strained relations
faction. Their diverse character, motivations, and obligations ensure that they are not in agreement about the current threat facing Faerûn. Moreover, the standing of certain delegates changes from one
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
’ Alliance, but the order takes on any character who feels at home in settled lands. Barbarians, rangers, and druids are seldom involved with this faction, which sometimes leads to strained relations
faction. Their diverse character, motivations, and obligations ensure that they are not in agreement about the current threat facing Faerûn. Moreover, the standing of certain delegates changes from one
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
dangerously pollute the river, leading a coalition of druids and patriars to construct the Sewer Keep. A series of three towers built into the walls at the western end of the Seatower neighborhood, the
keep the worst of Baldur’s Gate from the waterway. Today, the facility still operates, but mostly as a headquarters and cover for the Sewerkeepers crew. Most of the “druids” and technicians running
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
and let the river carry its problems elsewhere. As the city grew, however, this began to dangerously pollute the river, leading a coalition of druids and patriars to construct the Sewer Keep. A
headquarters and cover for the Sewerkeepers crew. Most of the “druids” and technicians running the plant are anything but — instead, they’re a specialized thieving crew that uses the keep’s position to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the demiplane. If the characters didn’t bring extra leaves with them when they entered, they must find the reusable keys carried by the current occupants of the palace (see areas P6 and P7) to leave
couple. They’re fiercely protective of the pair. Breaking the Enchantment. If the characters break the fountain’s enchantment on Argus and Hamish, the two are grateful but ultimately resolve to remain
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the cathedral. He knows nothing of the current state of the place, but can tell the characters that all in the cathedral knew to flee to the main crypts (area H16) in case of an attack. Seltern has
. Though he is not truly in danger of losing this ability (his resolve is simply shaken), this can provide a roleplaying opportunity for the characters to boost his spirits and strengthen his faith. H5






