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Returning 35 results for 'before being dangers can reflecting'.
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Monsters
Forgotten Realms: Adventures in Faerûn
springs, while others have their workings exposed. No mere automatons, nimblewrights can form rudimentary plans and adapt their routines to account for dangers.
Nimblewrights are surprisingly
dexterous for creations made of animated wood and metal. A nimblewright walks with a flowing grace and fights with whirling pirouettes.
Nimblewrights can serve as interesting background flavor in Calimshan
Monsters
Forgotten Realms: Adventures in Faerûn
protect their cogs and springs, while others have their workings exposed. No mere automatons, nimblewrights can form rudimentary plans and adapt their routines to account for dangers.
Nimblewrights are
smaller, has the Prone condition.Nimblewright steeds are clockwork mounts that are tireless whether carrying a rider or pulling a coach. A nimblewright steed can become fixated on routes it frequently
Monsters
Forgotten Realms: Adventures in Faerûn
and clockwork gears. Some nimblewrights bear metal plates to protect their cogs and springs, while others have their workings exposed. No mere automatons, nimblewrights can form rudimentary plans and
adapt their routines to account for dangers.
Nimblewrights are surprisingly dexterous for creations made of animated wood and metal. A nimblewright walks with a flowing grace and fights with
Monsters
Van Richten’s Guide to Ravenloft
Limited Spell Immunity. The swarm automatically succeeds on saving throws against spells of 3rd level or lower, and the attack rolls of such spells always miss it.
Swarm. The swarm can occupy
another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny gremishka. The swarm can’t regain hit points or gain temporary hit points.Bites. Melee
Monsters
Van Richten’s Guide to Ravenloft
rapidly reforming into duplicate gremishkas. These spontaneously created Swarm of Gremishkas;swarms can rapidly turn a single annoying gremishka into a chittering, magic-reflecting wave of teeth and claws.
). Immediately after a creature within 30 feet of the gremishka casts a spell, the gremishka can spontaneously react to the magic. Roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Magic Allergy
Monsters
Mythic Odysseys of Theros
Amphibious. The triton can breathe air and water.
Innate Spellcasting. The triton's spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material
components:
1/day each: fog cloud, gust of wind
Nimble Escape. The triton can take the Disengage or Hide actions as a bonus action on each of its turns.Multiattack. The triton makes two urchin-spine
Monsters
Mordenkainen Presents: Monsters of the Multiverse
them valuable guides, and their insights can help other stone giants grasp the dangers of living in a dream.
Dreamwalkers become divorced from reality by isolation, shame, and their unendingly alien
creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Hooked Spear", "rollDamageType":"piercing"} piercing damage. If the target is Medium or smaller, the derro can choose to deal no
two elements of their character. They are cautious and distrustful, which serves them well as they navigate the dangers of the Underdark and its societies. They also have a stronger-than-normal
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ago but for two elements of their character. They are cautious and distrustful, which serves them well as they navigate the dangers of the Underdark and its societies. They also have a stronger-than
this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues.
Monsters
Eberron: Rising from the Last War
All-Around Vision. The quori can't be surprised while it isn't incapacitated.
Incorporeal Movement. The quori can move through other creatures and objects as if they were difficult terrain. It takes
quori's spellcasting ability is Charisma (spell save DC 21, +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). It can innately cast the
Species
Mordenkainen Presents: Monsters of the Multiverse
’s grim energy.
Shadar-kai have ashen skin tones, and while they’re in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane.
Like other elves
, shadar-kai can live to be over 750 years old.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical
Backgrounds
Sword Coast Adventurer's Guide
, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you — by force, if need be.
Skill
your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret
Cleric
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
spells relies on devotion and an intuitive sense of a deity’s wishes.
Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can
because his or her god demands it. Pursuing the goals of the gods often involves braving dangers in unsettled lands, smiting evil, or seeking holy relics in ancient tombs. Many clerics are also
Eladrin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Mordenkainen’s Tome of Foes
season, which can also affect the eladrin’s mood:
Autumn is the season of peace and goodwill, when summer’s harvest is shared with all.
Winter is the season of contemplation and dolor
finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin’s current
Species
Mordenkainen Presents: Monsters of the Multiverse
dangers during adventures.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race such as the
Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores
Backgrounds
Guildmasters’ Guide to Ravnica
and companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow. The paths of the undercity are haunted by dangers that rarely brave the
coins
Feature: Undercity Paths
You know hidden, underground pathways that you can use to bypass crowds, obstacles, and observation as you move through the city. When you aren’t in combat, you
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
particular guilds, reflecting the traditions and training of those guilds. This section can help you choose a guild if you already know what class you want to play.
Classes by Guild Your character can have any class that appears in the Player’s Handbook (or other sources, with your DM’s permission). Certain classes and subclasses are especially appropriate for
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Shadowfell’s grim energy. Shadar-kai have ashen skin tones, and while they’re in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane. Like other elves, shadar-kai can live to be over 750 years old.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Final Approach Even if the characters survive the Xaryxia and the two solar dragons, it becomes obvious that the rest of their fleet is doomed. In response, they can fight on, surrender, or make a
for the citadel, read the following text instead: The imperial citadel looms large, its crystal spires reflecting the light of Xaryxis. It is here, in the heart of the Xaryxian Empire, that you will decide the fate of your world.
Here ends chapter 10.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Weapons Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your
ability to wield it effectively can mean the difference between life and death while adventuring. The Weapons table shows the most common weapons used in the fantasy gaming worlds, their price and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
wear complex tattoos reflecting their ambitions and achievements and their favored school of magic. In Thay, the Red Wizards have ultimate power, although they give governance of day-to-day affairs to
wealth that can flow back to Thay. The power the Red Wizards hold in Thay gives them a measure of diplomatic legitimacy in the lands of the Sword Coast and the North, but their presence is rarely welcome
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Resting The dangers of the wilds keep travelers on their toes. The characters can take only Short Rests while exploring a wilderness region. To take a Long Rest, characters must visit the keep (see “Keep on the Borderlands”). For more on resting, see the D&D Beyond Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Group Patrons Each adventuring group is bound together by the quests it embarks on and by the dangers its members face together. This chapter offers another way to bind your party together: a group
patron. These patrons provide a strong binding element: an individual or an organization that unites a party as a team in service to a greater purpose. A group patron can help set the tone of your
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
learn about the dangers facing Stormwreck Isle. Each character has a specific reason for coming to the cloister, as shown on the character sheets. You can also let players invent their own reasons for their characters to seek out Runara’s wisdom and assistance.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
deities and various neighborhood shrines devoted to the pantheon as a whole. Inside the city, the wild lands feel like a remote threat. Perils from the sea present more obvious dangers, but a great
demolished by a kraken that attacked the city, but it has been repaired and continues to grow, reflecting the continued learning of the polis’s citizens. The Dekatia Meletis boasts many centers of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
tiefling first mate of the Lambent Zenith, knew about the dangers of the portion of the Astral Sea the ship was passing through but deliberately hid this information from the captain. The characters can
Power of Secrets The characters can learn two secrets in this chapter that are applicable to the rules in “The Power of Secrets” section in this book’s introduction: Figaro’s Secret. Figaro, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
well as run them. Various sections in chapter 3 can also help you detail obstacles and dangers in an exploration encounter: see “Chases,” “Curses and Magical Contagions,” “Doors,” “Environmental Effects,” “Hazards,” “Poison,” and “Traps” in particular.
exploration encounter could also involve the characters spending a day crossing a rolling plain or traversing vast caverns. The “Running Exploration” section in chapter 2 can help you craft these encounters as
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Zil Characters As you develop a Zil character, consider the following factors: Family Ties. In a nation shaped by intrigue, you need someone you can rely on. For the Zil, that’s family. Unless you’re
course of your adventurers, but they can also be a resource for you. Knowledge and Power. The Zil prize knowledge above all else. Sage is a suitable background for any Zil; charlatan and spy are also
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Traveling to the Gate Tonalli or other locals can easily mark a trail on the characters’ map leading to the Gate of Illumination, a well-known sacred site. The route from the ruins of Twin Gods
events continue to rock the region. Consult the “Volcanic Threats” section earlier in the adventure for dangers that might occur. Additionally, at a point between the Xoxotla and the shrine, the characters come upon the aftermath of a battle.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
advantage, reflecting the help provided by the other characters. In combat, this requires the Help action (see chapter 9, “Combat”). A character can only provide help if the task is one that he or she
Working Together Sometimes two or more characters team up to attempt a task. The character who’s leading the effort — or the one with the highest ability modifier — can make an ability check with
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Miracles. As the simplest form of miracle, a god can produce the effect of any spell that devotees of that god might cast (typically Cleric or Druid spells). But a god’s direct intervention can take any form you choose, often reflecting the god’s nature.
. The gods can tell characters to do things and even threaten to punish them if they don’t do things, but the gods can’t control mortal actions. Don’t Eliminate Risk and Danger. The intervention of a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Belvedere is more than a monument to the Dragon Queen. The casino is connected via a tunnel to Tiamat’s lair, and Tiamat can hear every prayer and proclamation of her power uttered within the buildings’ walls
gold. Light dances through the front rotunda’s red stained-glass dome, reflecting off the overcast sky to shower the buildings with a rosy glow. A carved stone sign at the front of the complex reads
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Dangers of the Trial Valachan offers thousands of ways to die, and characters can encounter many of them during the Trial of Hearts, including jungle predators, animated plants, and displacer beasts
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
grimlocks can come and go with ease. The dangers of Gibbet Crossing itself have proven harder to uproot, but Qunbraxel has an idea where the obelisk fragment is located, so the mind flayer hasn’t
it. Reaching Gibbet Crossing is normally a daunting affair, as Underdark dangers deter most travelers. Qunbraxel has killed or driven away the dangerous creatures that normally lurk in the area so the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
advantage, reflecting the help provided by the other characters. In combat, this requires the Help action. A character can only provide help if the task is one that he or she could attempt alone. For
Working Together Sometimes two or more characters team up to attempt a task. The character who's leading the effort--or the one with the highest ability modifier--can make an ability check with






