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Returning 35 results for 'before building directly cure reflection'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
, providing protection or advice.A Matron Mother’s Lair
The palace of a drow matron mother is her home and fortress. Sigils throughout the building allow the matron mother to use the following
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
Underdark armies arrayed against the followers of Lolth.
A Matron Mother’s Lair
The palace of a drow matron mother is her home and fortress. Sigils throughout the building allow the matron
Orc
Legacy
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Species
Mordenkainen Presents: Monsters of the Multiverse
Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness
in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
them there; the characters need only think about entering Vecna’s Grasp, and the power of their Vecna’s Links will transport them directly to area E1. From Vecna’s Grasp, the characters can reach Vecna’s
demiplanar unrealities and dismantle them, causing the large crystal at the center of Vecna’s Grasp to disintegrate and leaving a pit in the floor that leads to the Cave of Crystal Reflection.
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
once every hundred years, when they choose targets for a deadly hunting spree.
3
Two ancient deep dragon;ancient deep dragons fight over territory. Unwilling to move against each other directly
, they use local settlements—and any competent visitors—as pawns in their struggle.
4
An ancient deep dragon has put the folk of a city to work building the dragon a metropolis to rule
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Outside the Lodge This ancient building has a wood and plaster upper floor over a fieldstone lower floor: its shuttered windows are all closed. The roof is completely overgrown with moss. A single
door stands slightly open. Smoke pours from one of three large chimneys. The lodge stands in a forest, among tall pines and in excellent hunting territory. The building can be accessed through the front
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Outside the Lodge This ancient building has a wood and plaster upper floor over a fieldstone lower floor. Its shuttered windows are all closed. In places, the roof is overgrown with moss. A single
door stands slightly open. Smoke pours from one of three large chimneys.
The lodge stands in a forest, among tall pines and in excellent hunting territory. The building can be accessed through the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
such places, particularly those that serve as druid groves. Eldath is a goddess of comfort, healing, and calm. Her blessed waters heal the sick, cure madness, and comfort the dying. Most rural places
have a pond or a glade that locals ascribe to Eldath. Tradition dictates that it be a place of quiet reflection where others are left to their thoughts. A body of water such as a pond or a spring
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
levels directly below the dome. The Dezina Museum of Antiquities occupies a number of levels below Dalannan Proper. This showcases many wonders recovered from Xen’drik and other expeditions, though
rooftop garden serves as a space for reflection, public events, and meals; vendors at the edge of the Commons offer a wide range of culinary options. A wide bridge connects the Commons to Dalannan Proper
Monsters
Fizban's Treasury of Dragons
from the sea, but the dragon is too proud to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter
charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Cancellation. The dragon chooses an active spell of 5th level or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Tharmekhûl, the dwarven god of fire and molten rock. It holds an obsidian greataxe above its head. A steel plaque at the base of the statue reads in Dwarvish, “Fire is the cure.” The statue can’t be budged
trap fills the 10-foot square directly in front of the statue. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
enclave and wipe out the deep gnomes. A 20-foot-high stone building stands in the northeast corner of the warehouse. Inside this unlocked building, Ghuldur Flagonfist and Krimgol Muzgardt (a pair of male
): detect thoughts, hold person
3rd level (2 slots): sending
Treasure. The storage building contains 1d10 × 10 pounds of food, 1d10 × 5 gallons of water, thirty zurkhwood casks of Darklake Stout ale worth
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, advancing the cause of a draconic faction, building the dragon’s prestige, working for the well-being of dragonkind as a whole, or altering the nature of the world and its magic. A dragon’s schemes become
the basis for an adventure when they intersect with the characters’ lives. Most directly, the characters might be asked to aid the dragon’s schemes or to oppose them. The Cross Purposes table
Monsters
Fizban's Treasury of Dragons
injured and stranded far from the sea, but the dragon is too proud to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching
the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Cancellation. The dragon chooses an
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Planes, they prefer to let mortals attend to affairs on the Material Plane. Planetars often choose mortal champions to oppose threats they’re loath to face directly, involving themselves only if
1/Day Each: Commune, Control Weather, Dispel Evil and Good, Raise Dead
Bonus Actions
Divine Aid (2/Day). The planetar casts Cure Wounds, Invisibility, Lesser Restoration, or Remove Curse, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
voice of calm amid the stress of building a new settlement. An elf, Taylin organizes the farmers and gardeners to provide the village with food. Taylin also settles disputes among the disparate clans
“Dawnglove Grove” later in this chapter), from which a cure for most ailments can be made. They hire the adventurers to protect the flowers as they are moved to a safer location. Eluvian. The adventurers seek
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
large building. Assuming the characters are cooperative, the grippli guards take the visitors directly to her. If the party seems trustworthy, she speaks to them. She prefers Primordial (it’s easier on
Trading Post As the coastal mist clears, you get your first good look at the grippli trading post. Ramshackle shelters are clustered around a large permanent building. The low rumble of many voices
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
be taxed if they are confronted in any building, be it an inn or an outhouse. So if you’re out and around on the last day of the month, you’ll no doubt experience “taxing traffic” as the streets
household) raised to directly pay for needed repairs or expansions A lance tax raised to provide a payroll for mercenaries hired by the city when required (usually 1 shard per household each tenday until the Lords repeal the tax)
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
people from expressing themselves.
2 A guard imprisons people who worship gods opposed to Ephara, such as Phenax and Nylea.
3 A noble is building a new development directly in a forest, where
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
leave an offering for the god with her priests before bathing. If Pharika deems an offering worthy, the waters rapidly cure diseases, heal wounds, and sometimes even remove magical curses. If the god
monster-infested island. A priest of Pharika, often a medusa, usually watches over the pool. The priest’s chambers are often in a building or a cave near the pools. Such places are part living
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
a concrete way through acts such as these: Creating a cure for a dangerous affliction Defeating a powerful foe by using poison Discovering or documenting an unknown people or a poorly understood
creature Building or restoring a temple to Pharika, or a site that glorifies serpentine creatures Your piety score to Pharika decreases if you diminish Pharika’s influence in the world, contradict her
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
be empty rooms. The rest are described below. 20a. Kitchen Odor. The smell of meat stew wafts from this building.
Servants and Guards. Inside, a manacled bugbear and three goblins shackled together
Quarters Two male drow guards named Krivven and Yazdriirn stand outside the door. They deny entry to all but T’rissa and immediately attack intruders. The building holds the following features: Stuffed
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
evil serpentfolk are here for a particular purpose, and as a rule they have no quarrel with anyone who doesn’t directly threaten their plan or try to impede what they’re doing.) The ground throughout
if they remain undamaged, the characters could use them for transport when they decide to leave this place behind. Pond Mother’s Home The religious center of the village, this enormous building made
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
). Bridges connect Halfway Isle to the neighboring districts of Old Lockford and Turbine Heights. L3. Abbey of the Deep Brother Next to the road stands a squat stone building capped with a stone dome. The
this building. A character who examines the golden pick and succeeds on a DC 13 Intelligence (Religion) check recognizes it as the symbol of the Deep Brother, Callarduran Smoothhands, a god worshiped
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
sixth cells are strung with hammocks, offering space for the other eight kobolds to sleep. A2: Winch House A small, free-standing building halfway up the path has a peaked roof and a weathered wooden
door. A sturdy wooden pallet wrapped with rope hangs beneath the building on an iron chain, lying flat against the cliff face.
Inside the building is a winch that allows the pallet to be lowered
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, the god of war, to receive his divine power. From their homeland of Kayolin, the five siblings each set out on their own path to bring Kiri-Jolith’s message directly to the Dragon Armies. Hrigg’s path
1st level (2 slots): cure wounds
Actions
Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
Hrigg beyond 1st Level Level Hit Points New
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
harm. The townspeople promise to keep the infected villagers safe until some cure can be found. (They don’t know that the only cure is defeating the mind flayer fanatics.) Once the chaos from the
building.
“And you know there was a fourth stone in Grista’s bar. Wheel-of-Fortune worked right next to it every day. Could you come with us to the Sleeping Giant and make sure the tiefling is alright
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
multiclass character with multiple spell lists, these spells are added to all of them.) Witherbloom Spells Spell Level Spells 1st Cure Wounds, Inflict Wounds 2nd Lesser Restoration, Wither and
of swamp animals or plants might form amid your spell effects. Building a Witherbloom Character Druids and warlocks make up most of Witherbloom’s student body. A few wizards (mostly those who study the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
A single-story guesthouse sits on the cliff above the hot spring and gardens. This building is empty unless Asteria and Euryale are hosting friends or wayward travelers there. The guesthouse has a
single large bed, but room for up to five people in a pinch. Rainbow Hot Spring Stairs lead from what was once a plaza, now crumbling and overgrown, directly into this hot spring’s steaming, prismatic
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
for mining activity in the area, as well as the authority for maintaining public records. A two-story building, the exchange bears a newly painted sign depicting two crossed pickaxes above a lump of
something other than mining. On the other hand, characters who earn the miners’ good will can end up with numerous allies in Phandalin. Smithy This building contains an open area with a forge and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
guides (see “Finding a Guide”). The harbormaster is a half-gold dragon named Zindar (see appendix D). He’s seldom in this sturdy, airy building, however; most of his time is spent dealing with the
dinosaurs directly to the desired warehouse for easier loading and unloading. A large ship can easily block a canal, so good traffic management is required; that’s one of the harbormaster’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
tavern, the staff, layout of the building, and decor shouldn’t change much from one visit to the next. That said, changes can occur as a result of the characters’ actions or of actions they learn about
them! If they leave a door open, it should stay open until someone closes it. No one’s memory is infallible, so it pays to keep records. Jot notes directly on an adventure map to keep track of open
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
remains open thereafter. Sinkhole 1A drops down into a rough-hewn passage that connects areas 4 and area 5. Sinkhole 1B is directly above the purple wormling pit in area 5, and any creature falling into
that descends 50 feet to a sandy passageway that leads to area 2. The ruined building south of the amphitheatre used to be the basement of a stage. It contains a sandy, 10-foot-wide staircase that descends 50 feet to area 5.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Necromancy — Level 1 Cleric Spells (Slots: 4) Spell School Special* Bless (always prepared) Enchantment C, M Cure Wounds (always prepared) Abjuration — Detect Magic Divination C, R Guiding Bolt
also included above.) Level 2: Channel Divinity You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Captain Dapplewing’s Manor, the building is closed and locked from 10:00 p.m. until 6:00 a.m. Because it holds many valuable antiques and volumes of sensitive research, security measures are in place in
top and bottom of the steps leading inside the building in area C1. These circles are permanent, customized teleportation circles. Anyone can move onto a circle and mentally focus on the floor to which






