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Returning 35 results for 'before blow driven conduct rolling'.
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Magic Items
Dungeon Master’s Guide
summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly by rolling on the following table. If you blow the horn without meeting its requirement, the
You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether they’re controlled by more powerful demons or charging into battle for the sake of it, armanites use their
flense the flesh from a victim, and they use them all to carve through their foes. When they’re up against tough formations, they can call on their innate magic to loose bolts of lightning and blow holes in enemy ranks.PoisonCold, Fire, Lightning
Spells
Acquisitions Incorporated
of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.
At
Monsters
Mordenkainen Presents: Monsters of the Multiverse
seer nearby. A hulk appears to have little will of its own and is driven to protect its master.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best
available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil
races
Mordenkainen Presents: Monsters of the Multiverse
with bluish-white energy spilling out. An air genasi’s hair might blow in a phantom wind or be made entirely of clouds or vapor.
Genasi
Tracing their ancestry to the genies of the Elemental
regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to
Magic Items
Baldur’s Gate: Descent into Avernus
creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.
New Personality. You gain new personality traits, determined by rolling once on each of the
conduct myself determines my reward in the afterlife. (Lawful)
6
Redemption. All creatures are capable of change for the better. (Good)
Bonds
D6
BOND
1
I have a
Backgrounds
Baldur’s Gate: Descent into Avernus
Guild took over your family business, ran it into the ground, and burned the building for insurance money. You were driven into crime yourself, but you’ll never work for the Guild. You take
; but what you learn you pass on to the Guild.
4
The inequality of Baldur’s Gate has driven you to take matters into your own hands. You steal from patriars and rich Lower City residents
races
Mordenkainen Presents: Monsters of the Multiverse
Hobgoblins trace their origins to the ancient courts of the Feywild, where they first appeared with their goblin and bugbear kin. Many of them were driven from the Feywild by the conquering god
by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The &ldquo
Kalashtar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Eberron: Rising from the Last War
an orphan kalashtar raised among strangers.
The bond to the spirit can cause some kalashtar to display unusual quirks. Consider rolling or selecting a trait from the Kalashtar Quirks table
are strongly influenced by the emotions of those around you.
8
You prefer to find nonviolent solutions to problems whenever possible.
9
You are driven by a warrior spirit and will fight
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Horn of Valhalla Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard
, each made of a different metal. The horn’s type determines how many spirits it summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly by rolling on the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Horn of Valhalla Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard
, each made of a different metal. The horn’s type determines how many spirits it summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly by rolling on the
classes
Basic Rules (2014)
paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests
angel of death by the gods or driven by your need for revenge? The Gods of the Multiverse section lists many deities worshiped by paladins throughout the multiverse, such as Torm, Tyr, Heironeous
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Horn of Valhalla Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard
, each made of a different metal. The horn’s type determines how many spirits it summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly by rolling on the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Horn of Valhalla Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard
, each made of a different metal. The horn’s type determines how many spirits it summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly by rolling on the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
damage to its target. If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any
missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
damage to its target. If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any
missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
damage to its target. If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any
missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Adventure Structure Much of the adventure’s action is driven by the clash between the adventurers’ decisions and Strahd’s goals, and the adventurers and the vampire are all caught in strands of fate
that are represented by a special card reading detailed in chapter 1, “Into the Mists.” Before you run the adventure, you need to conduct that reading to determine the location of several items that
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Adventure Structure Much of the adventure’s action is driven by the clash between the adventurers’ decisions and Strahd’s goals, and the adventurers and the vampire are all caught in strands of fate
that are represented by a special card reading detailed in chapter 1, “Into the Mists.” Before you run the adventure, you need to conduct that reading to determine the location of several items that
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Adventure Structure Much of the adventure’s action is driven by the clash between the adventurers’ decisions and Strahd’s goals, and the adventurers and the vampire are all caught in strands of fate
that are represented by a special card reading detailed in chapter 1, “Into the Mists.” Before you run the adventure, you need to conduct that reading to determine the location of several items that
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, with lauded scholars traveling to the site to conduct archaeological research. Or maybe its origins are a mystery, your only clues being the strange, oversized objects occasionally found in the
nearby land. Giant Trinket. While exploring your home, you discovered some trivial remnant of the ancient inhabitants, as determined by rolling on the Giant Trinkets table. The items in parentheses are the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, with lauded scholars traveling to the site to conduct archaeological research. Or maybe its origins are a mystery, your only clues being the strange, oversized objects occasionally found in the
nearby land. Giant Trinket. While exploring your home, you discovered some trivial remnant of the ancient inhabitants, as determined by rolling on the Giant Trinkets table. The items in parentheses are the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, with lauded scholars traveling to the site to conduct archaeological research. Or maybe its origins are a mystery, your only clues being the strange, oversized objects occasionally found in the
nearby land. Giant Trinket. While exploring your home, you discovered some trivial remnant of the ancient inhabitants, as determined by rolling on the Giant Trinkets table. The items in parentheses are the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
hoist their greataxes when intruders appear. After the first round of combat, it occurs to one of the giants that she should sound the warning horn. She staggers up a flight of wooden stairs to blow
containing 3d6 × 100 cp plus 1d6 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. A careful search of the room accompanied by a successful DC 15 Wisdom
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
hoist their greataxes when intruders appear. After the first round of combat, it occurs to one of the giants that she should sound the warning horn. She staggers up a flight of wooden stairs to blow
containing 3d6 × 100 cp plus 1d6 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. A careful search of the room accompanied by a successful DC 15 Wisdom
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
hoist their greataxes when intruders appear. After the first round of combat, it occurs to one of the giants that she should sound the warning horn. She staggers up a flight of wooden stairs to blow
containing 3d6 × 100 cp plus 1d6 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. A careful search of the room accompanied by a successful DC 15 Wisdom
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Armanite Great herds of armanites race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether they’re controlled by more powerful demons or
loose bolts of lightning and blow holes in enemy ranks. Armanite
Large Fiend (Demon), Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 94 (9d10 + 45)
Speed 60 ft.
STR
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Armanite Great herds of armanites race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether they’re controlled by more powerful demons or
loose bolts of lightning and blow holes in enemy ranks. Armanite
Large Fiend (Demon), Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 94 (9d10 + 45)
Speed 60 ft.
STR
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, such as an orphan kalashtar raised among strangers.
The bond to the spirit can cause some kalashtar to display unusual quirks. Consider rolling or selecting a trait from the Kalashtar Quirks table
those around you. 8 You prefer to find nonviolent solutions to problems whenever possible. 9 You are driven by a warrior spirit and will fight for any noble cause. 10 You are obsessed with Dreaming Dark conspiracies.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Armanite Great herds of armanites race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether being controlled by more powerful demons or
their innate magic to loose bolts of lightning and blow holes in the enemy ranks. Armanite
Large fiend (demon), chaotic evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40)
Speed 60 ft
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, such as an orphan kalashtar raised among strangers.
The bond to the spirit can cause some kalashtar to display unusual quirks. Consider rolling or selecting a trait from the Kalashtar Quirks table
those around you. 8 You prefer to find nonviolent solutions to problems whenever possible. 9 You are driven by a warrior spirit and will fight for any noble cause. 10 You are obsessed with Dreaming Dark conspiracies.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, such as an orphan kalashtar raised among strangers.
The bond to the spirit can cause some kalashtar to display unusual quirks. Consider rolling or selecting a trait from the Kalashtar Quirks table
those around you. 8 You prefer to find nonviolent solutions to problems whenever possible. 9 You are driven by a warrior spirit and will fight for any noble cause. 10 You are obsessed with Dreaming Dark conspiracies.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Armanite Great herds of armanites race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether being controlled by more powerful demons or
their innate magic to loose bolts of lightning and blow holes in the enemy ranks. Armanite
Large fiend (demon), chaotic evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40)
Speed 60 ft
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Armanite Great herds of armanites race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether they’re controlled by more powerful demons or
loose bolts of lightning and blow holes in enemy ranks. Armanite
Large Fiend (Demon), Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 94 (9d10 + 45)
Speed 60 ft.
STR
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Armanite Great herds of armanites race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether being controlled by more powerful demons or
their innate magic to loose bolts of lightning and blow holes in the enemy ranks. Armanite
Large fiend (demon), chaotic evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40)
Speed 60 ft