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Returning 8 results for 'before both die currents refugee'.
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before both die current refuge
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before both die currents refuges
before both die current refugee
Barbarian
Legacy
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Classes
Basic Rules (2014)
by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee
+2
8th
+3
Ability Score Improvement
4
+2
9th
+4
Brutal Critical (1 die)
4
+3
10th
+4
Path Feature
4
+3
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to “civilized” lands and only now able to win your freedom. Or you might have been cast out from
, Fast Movement
3
+2
6th
+3
Path Feature
4
+2
7th
+3
Feral Instinct
4
+2
8th
+3
Ability Score Improvement
4
+2
9th
+4
Brutal Critical (1 die)
4
+3
10th
+4
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
2. What Is Dead May Never Die As the characters descend into the lower decks of this ship, read or paraphrase the following boxed text: As you proceed belowdecks, it becomes much easier to swim as
the hull protects you from the the strong currents outside. Many boxes and barrels are present here, somewhat waterlogged but largely intact.
This ship served as a tender vessel, bringing supplies to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
? Personal Loss. What did the characters lose during the war? Did members of their family die, and if so, how? Was the village they grew up in destroyed, and if so, who was responsible? If the characters
are from Cyre, they have lost their nation. Do they have any loved ones left? Did they spend time in a refugee camp or in the outpost of New Cyre in Breland? Do they support Prince Oargev as the leader
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
attack against them all.
A Life in Exile If the worst comes to pass and the loss of a clan’s stronghold to invaders is inevitable, most of the dwarves would be willing to die while making a last stand
contribution to the workforce, and they can eke out a comfortable existence for themselves. A group of refugee dwarves seeking residence in a community will do whatever they can to live together, keeping the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your
against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
kill any creature that enters the tunnel. Upon entering the tunnel for the first time, a character who has a passive Wisdom (Perception) score of 15 or higher notices odd waves and currents that suggest
streaks of shadow, passing through each of you with a whispered scream before vanishing.
Vecna bestows one of two supernatural gifts on each character. Have each player roll a die, with the result
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
atop the plateaus. Each has five javelins. They are slaves of the aboleth, and slime covers their translucent flesh. They aren’t afraid to die. Unless they are drawn to area P20 to protect the aboleth
skeletons droop from the rigging or lay in tangled piles, and seaweed hangs from the gunwales. The rain renders the entire area lightly obscured, and strong currents on either side of the wreckage pull






