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Returning 35 results for 'before belt decoded combat reflections'.
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Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged
Rogue
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
. Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard’s belt. In a moment, the keys are in her hand, the cell door is open, and she and her
variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
: Creatures. Not every adversary wants to engage in mortal combat. Certain creatures might delight in a battle of wits. The reward for answering a creature’s riddle might be a small treasure, a bit of
helpful magic, or permission to pass through the monster’s lair unscathed. If combat is inevitable, the answer to a monster’s riddle might reveal useful information like the monster’s secret weapon or
Backgrounds
Ghosts of Saltmarsh
belonged to a fallen comrade, a folded flag emblazoned with the symbol of your ship or company, a set of traveler’s clothes, and a belt pouch containing 10 gp
FEATURE: STEADY
You can move twice
who rarely lose composure on the battlefield. Marines who leave the service tend to work as mercenaries, but their combat experience also makes them excellent adventurers. Though they are self-reliant
Backgrounds
Guildmasters’ Guide to Ravnica
: Choose one of Elvish, Giant, or Kraul
Equipment: A Golgari insignia, a poisoner’s kit, a pet beetle or spider, a set of common clothes, and a belt pouch containing 10 gp worth of mixed
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
Backgrounds
Ghosts of Saltmarsh
favorite fishing lure or oiled leather wading boots, a set of traveler’s clothes, and a belt pouch containing 10 gp
FEATURE: HARVEST THE WATER
You gain advantage on ability checks made using
Wrestling. You fought in hand-to-hand combat with an immense lobster.
2
It Dragged the Boat. You nearly caught a fish of monstrous size that pulled your boat for miles.
3
Fins of Pure Gold
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
and know the most about the territory farthest from the tribe’s lair. These individuals hunt game in peaceful times, and in combat they serve as scouts, foot soldiers, and cavalry.
Gatherers
might display more than one of these items.
Status Symbols
d20
Status Symbol
1
Earrings and notches in an ear
2
Rib bones tied into hair
3
A belt made from raccoon pelts
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
neogi hatchlings emerge from hiding inside the crate, positioning themselves around it before combat begins. Each round, the hatchlings attack any characters they can reach. As Tiny creatures, two
hatchlings can occupy a single 5-foot space if needed. Due to his hungover state, Mirt is unlikely to participate in this combat (see “Mirt’s Rude Awakening” below). He is a high-level character and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
often fights for money above all else, whether focusing on a primary role as a combat specialist or providing martial backup for the franchise as needs be. Mission Accomplished Whether your intention is
coin you’ve been promised for a job if the job leaves you dead. Keeping them Guessing No combat tactic is too down-and-dirty when your life and the welfare of your franchise are on the line. Smart
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. An exceptional wandslinger may know up up to three spells of up to 3rd level. A wandslinger’s spells and cantrips are almost always combat spells with an immediate effect, such as fire bolt, ray of
a result, arcane focuses are regarded as weapons throughout Khorvaire. If you’ve got a wand tucked into your belt, people may assume you know how to use it. Playing A Wandslinger
“Wandslinger
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
(rank 8), erinyes (rank 9), ice devils and narzugons (rank 10), and amnizus and pit fiends (rank 11). Lesser devils deal with these leaders on a daily basis. Ice devils are combat commanders
infiltrating the Material Plane, see the law as a puzzle to be decoded or an obstacle to be circumvented. For instance, a devil might be bound by law never to withhold aid from its commander except under rare
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
). Naal recently stole the kitchen key from Pincushion (see area L9) and took an impression of it using a bar of soap before fastening the key back onto Pincushion’s belt. When the characters arrive
(Perception) check. If they are spotted, the boggles flee to the box in area L7 and turn its crank, hoping Cradlefall will pop out of the box and defend them. The boggles avoid combat themselves. If Squirt
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
someone stronger comes along. If he regains consciousness during combat, Droop hides and avoids the fight. He is such a coward that if he is ordered to fight, he does so with disadvantage (as explained
interrogates a captured bugbear can pry the information loose with a successful DC 15 Charisma (Intimidation) check. Treasure Mosk carries a belt pouch containing 33 sp and wears an eye patch made of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
passage that leads south. If combat goes against the giant, he flees through this passage to give a warning of intruders to the guards at areas 9 and 10. The room contains piles of hides, a giant sack, and
combat here and rush to aid his comrade (and vice versa). 2. Guardroom Ice Cave One frost giant waits here on standby guard. On the floor of the cave are a pile of sleeping skins and two bags. The guard
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
wading boots, a set of traveler’s clothes, and a belt pouch containing 10 gp Feature: Harvest the Water You gain advantage on ability checks made using fishing tackle. If you have access to a body of
choose one that best fits your character. Alternatively, work with your DM to create your own fishing tale. d8 Tale 1 Lobster Wrestling. You fought in hand-to-hand combat with an immense lobster. 2 It
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and ready themselves for combat if they detect intruders.
Arch. A stone arch is embedded in the middle of the south wall. Carved into the arch’s keystone is an image of a six-fingered gauntlet.
The
of magic detection hanging from his belt. 24d. Fountain In the west half of the room, a semicircular fountain emerges from the north wall. Fresh water springs from the mouth of a stone trout held in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
fallen comrade, a folded flag emblazoned with the symbol of your ship or company, a set of traveler’s clothes, and a belt pouch containing 10 gp Feature: Steady You can move twice the normal amount of
by their superiors. They are veteran warriors who rarely lose composure on the battlefield. Marines who leave the service tend to work as mercenaries, but their combat experience also makes them
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
simple workrooms contain one combat robot and three worker robots programmed to haul, manage, and protect cargo in the adjacent cargo holds (see area S33). The robots are inactive and indifferent
toward entrants unless disturbed, at which point they activate and attack. Aphelion’s Aid. If the characters have completed at least one task for Aphelion and face combat in a cargo hold on this level
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Clovin has a crab’s pincer in place of his left hand and a bear’s paw where his right foot should be. He wears an ill-fitting monk’s robe with a belt made of hempen rope. Clovin is the Abbot’s
that it impedes his combat ability, and his musical performance improves when he is inebriated. The larger head does all the talking. The smaller head has a forked snake’s tongue and can’t do anything
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
stays close to the furnace, knowing that her immunity to its intense heat and blinding radiance gives her an edge in case of combat. If attacked, she fights to the bitter end, knowing that to
on her belt. Treasure. Brimskarda carries everything she owns in a leather bag on her belt. The sack contains three boulders (minus any she’s already thrown), a giant-sized leather apron stained with
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
resident owns a weapon and knows how to use it. A tight-knit fellowship of hardened warriors, locals revere gods of war and are distant toward visitors who have yet to prove themselves in combat or
through feats of strength. Glorium’s leader is Tyrza Bonebreaker (chaotic good, human gladiator wearing a belt of giant strength [frost giant]), the daughter of the gate-town’s previous ruler, Flatnose
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
guards escort the questioners back to the hostel, ending the ceremony. Treasure. Lurg wears a gold chain belt worth 30 gp and carries the key to his desk (see area T14). T5: Mimic Door A stone door set
can easily convince Mainwaring to give them the benefit of the doubt, and she agrees to overlook the characters’ activities as they seek answers in the tower. If combat breaks out in this room, the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
sports a belt pouch holding a potion of invisibility. Hateful Patrol A merregon leads three spined devils through the streets, looking for mortal survivors or demons that have slipped past the devilish
the corpse is examined further, an intact vial is found in its charred belt pouch. The vial contains a potion of giant strength (frost). Vrock Philosophy A vrock fled the battle and flew up to the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
belt.
The prison guard is a bearded devil named Thoss, which attacks anyone it perceives as an intruder or a threat. Characters disguised as cultists can try to dupe Thoss into allowing them to
interrogate or release prisoners (see the “Disguised Characters”). The keys dangling from the devil’s belt unlock the cell doors. Two of the cells (your choice) contain prisoners. The other four cells are
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
leave the ship, they trail him to make sure he isn’t being followed. If they realize Amrik is in danger, they swoop down to attack whoever appears to be threatening him. The imps otherwise avoid combat
off their hangovers. In the bow are four hammocks that serve a similar purpose. At any given time, 1d4 unconscious commoners can be found throughout this area, sleeping off the effects of a too-wild night. If the characters wish to rob them, each commoner has a belt pouch containing 1d6 sp and 2d6 cp.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
objects and can’t be broken. Reflections. Reflections in this room take on a life of their own, taunting the creatures who cast them. A creature that converses with its own reflection must succeed on a
devil has a set of Dimensional Shackles hanging from its belt and might use them on an incapacitated enemy. 7: Talons This cavernous chamber smells like an animal’s den. Two talon beasts (see chapter 21
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the combat to defend its master. Combat in this small room is hampered by its size and low ceilings. Melee attacks made with two-handed weapons have disadvantage in this room. Development. If Bimz is
character who succeeds on a DC 10 Dexterity check using thieves’ tools can open one drawer. The key to both drawers is in Captain Sigurd’s belt pouch. The first drawer contains two potions of healing, a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
a crude pewter mug with Semuanya’s symbol (a reptilian egg) scratched into the side. The officer carries the key to the chest in area 4 in a belt pouch. 4. Officer’s Quarters A wooden table with two
fight, as soon as the characters enter. Development. If the characters have avoided combat to this point, the lizardfolk in areas 2 and 3 join the officer in this room when they hear sounds of combat
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
friendly worker robot delivers a fully charged antigravity belt to the characters, courtesy of Aphelion. Three Tasks. A combat robot delivers a fully charged suit of powered armor to the characters. If
dismembered combat robot clutter a workbench in this workshop. 6 The last page of a crew member’s journal mentions a brush with an “escaped specimen” on one of the lower decks. 7 1d4 Humanoid skeletons
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
talk their way past the hobgoblins, two hobgoblins escort the party to area E2. Reinforcements. Sounds of combat here attract the guards in area E2. Treasure The hobgoblin captain has a belt pouch
). Combat in one of the cells attracts the attention of the other cultists nearby. Secret Door Cell. The cell in the southeast corner of the hall is empty. A secret door in the south wall can be found with a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Hellenhild in melee combat, grant advantage on the check. Braxow. The stone giant thane fears the giant gods. If the character making the skill check claims to have spoken with the divine oracle at the Eye
2,500 gp). Tied to his belt is a conch of teleportation (see appendix B) and a potion of water breathing. Tartha, the fire giant, wears a necklace of gilded dragons’ teeth (worth 750 gp) and has a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
and Gorat are both given keys to the vault.
11:30 AM Drinks and lunch in the tavern. Rala steals Gorat’s key, then sneaks off to steal the belt of dwarvenkind from the vault.
1:30 PM Change
. She has the following racial trait: Feline Agility. When the tabaxi moves on its turn in combat, it can double its speed until the end of the turn. Once it uses this ability, the tabaxi can’t use it
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
they prohibit entry into area 39. If the characters don’t negotiate, or if talks go badly, combat ensues. Tactics. If combat occurs, the duerger guards first attack with their javelins. They use their
, then join the other duergar in area 39. In combat, Snurrevin might cast shocking grasp through his hidden familiar, and he might use silent image to confound enemies with realistic-seeming threats
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
appendix B) guard the apprentices. All the Thayans attack as soon as they notice intruders. Each round of combat, the Thayans direct one giant spider and one giant centipede to join the fight
eggs of various colors and textures.
Creatures. A Red Wizard enchanter (see appendix B), one dread warrior (see appendix B), and six skeletons oversee the eggs. If combat breaks out, the wizard sends
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
fight and try to surprise intruders. The barrels here contain similar provisions to those in area R1. Treasure. All three Redbrands wear belt pouches holding treasure. The first holds 16 sp and 7 gp; the
demanding he join their band, but the terrified Droop just wants to go home. When combat breaks out, Droop hides and avoids the fight. Droop knows the general layout of the Redbrands’ hideout, as well as the






