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Returning 35 results for 'behind brown down cure rules'.
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Spells
Player’s Handbook
Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately
after yours and acts independently, focusing on protecting you.
Disappearance of the Steed. The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind
Monsters
Spelljammer: Adventures in Space
-like scavengers that fly through space, feeding on whatever they can fit in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids
—brown and gray—rarely rise above the level of nuisances. The larger varieties are more formidable, in part because they often don’t wait for their meals to come to them.
A scavver
Monsters
Spelljammer: Adventures in Space
umber. It takes them days to digest a meal, during which time they attack only in self-defense.
A brown scavver likes to swallow its prey whole. The creature’s stomach is filled with poisonous
always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded refuse. They can enter the air envelopes of these bodies, so that as
Monsters
Spelljammer: Adventures in Space
space, feeding on whatever they can fit in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded
refuse. They can enter the air envelopes of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties—brown and gray&mdash
Monsters
Icewind Dale: Rime of the Frostmaiden
he's tight with Levistus. He rules the roost by sheer force of personality, though it chafes him that Hethyl Arkorran has more respect and influence within the cult. Kadroth doesn't involve Avarice
to do so.
For all his political machinations, Kadroth is a visionary who has so far made the cult stronger through his actions and decisions. He spends hours behind his desk, staring into the burning
Monsters
Spelljammer: Adventures in Space
in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded refuse. They can enter the air envelopes
of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties—brown and gray—rarely rise above the level of nuisances. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Acid Spray","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the
forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Teleport.
Assault (Costs 2 Actions). Titivilus makes one Silver Sword attack, or he uses Frightful Word.Dispater, the gloomy Lord of Dis, rules from his iron palace, seeming to hide behind its
Monsters
Divine Contention
":"Spellcasting"} to hit with spell attacks). She has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, produce flame
1st level (4 slots): cure wounds, detect magic, entangle
the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.
A small wooded region near Westbridge hides many old dwarven ruins and the extensive
Monsters
Storm King's Thunder
Charisma as the spellcasting ability (spell save DC 19):
At will: detect magic, druidcraft, speak with animals
2/day each: animal messenger, cure wounds, dispel magic, entangle, invisibility
1/day each
entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Wisdom as the spellcasting ability (spell save DC 17):
At will: light, major image (6th-level version), thaumaturgy
3/day each: cure wounds, dispel magic, lesser restoration, sending
1/day each
working behind the scenes, or they might be champions of their master’s cause, out to defeat villainy wherever it is found.
When viewed from the outside, a ki-rin’s lair is indistinguishable
Charlatan
Legacy
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Backgrounds
Player’s Handbook (2014)
-colored liquid will surely cure that unseemly rash, this ointment — nothing more than a bit of fat with a sprinkle of silver dust — can restore youth and vigor, and there’s a bridge in the
Characteristics
Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the
Backgrounds
Baldur’s Gate: Descent into Avernus
sound too good to be true, but common sense seems to be in short supply when you’re around. The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment — nothing
.
Suggested Characteristics
Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Diseases A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a
resources, curable by a casting of lesser restoration. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
, or use a bonus action. If a creature becomes dazed during their turn, their turn ends. The cure ailment power, lesser restoration spell, and greater restoration spell remove the dazed condition. At
this book have immunity to the dazed condition. At the GM’s discretion, a creature published in the core rules or another supplement who has immunity to the paralyzed or stunned condition also has
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature that
Creating Your Character If you create a kender character, follow these additional rules during character creation. Ability Score Increases When determining your character’s ability scores, increase
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
— black, red, white, silver, or gold — with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Calishite Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. They’re found primarily in southwest Faerûn. Calishite Names: (Male) Aseir, Bardeid
are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. High Priest’s Chambers The duergar ransacked this room but left a few treasures behind. The room has the following features: Furnishings. Scattered about the room are the remains of a bed, an
, cobweb-filled corridor that connects to area 14. (Characters inside the tunnel can spot the secret door at either end of it without having to make a check.)
Treasure A spell scroll of mass cure wounds
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
S10. Abbey Entrance A fifteen-foot-high curtain wall joins the abbey’s two wings. Behind its battlements, two guards stand at attention, their features obscured by fog. Below them, set into the wall
appear these words: “May her light cure all illness.” The “guards” on the wall are propped-up scarecrows that wear corroded chain shirts and clutch rusted spears (see area S18). A character who
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sports and Games The
Sharn Inquisitive
The Race of Eight Winds Begins!
Banners are flying across Dura today, and the streets are full of color. Walk through Oldkeep wearing brown and red, and
. Poison, magic, or anything else that would directly interfere with beast or rider is strictly forbidden—though over the years we’ve certainly seen imaginative attempts to stretch the rules!
Dura
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
their ancient enemies. The more conservative among them want to maintain the traditions and remaining holdings of their people, isolated from the influence of outsiders and safe from invaders behind
traits of mountain dwarves in the Player’s Handbook. Their skin is usually fair, eyes green, hazel, or silver-blue, and they have brown, blond, or red hair. Full beards and mustaches are commonly seen
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
behind the DM’s screen. Before play begins, work with the other players to divide any or all of the following tasks among them: Initiative Tracker. In combat, one player tracks Initiative for the
share this role.) Rules Consultant. One player references rules in the Player’s Handbook or other books as needed.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hear hammering from upstairs. The carvings continue along the walls of the stairs as they rise toward the temple. Each flight of stairs ends at a wide brown curtain. Treasure Leaning against the corner
behind the western brazier is a +1 greataxe. Its owner left it there while attending a ceremony in the greater temple, but the oni slew the dwarf and overlooked the axe in the aftermath. The axe has
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
was ransacked during the drow invasion, and the Pudding King’s oozes have dissolved most of what the drow left behind, including the bones of the slaughtered rothé. Two freshwater pools form along the
looks like a pool of reddish-brown slime in the middle of the cave until one or more characters touch it, whereupon it opens its eyes and attacks.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
.
Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are
faces, their music, their grace and all. It’s like they stepped out of a wonderful dream. But there’s no telling what’s going on behind their smiling faces — surely more than they ever let on
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list. Cantrips You know two cantrips of your choice from the bard spell list. You learn additional
-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. Spells Known of 1st Level and Higher You know four 1st-level spells of your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
situations. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list. Cantrips You know two cantrips of your choice from the bard spell list. You learn additional
-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot. Spells Known of 1st Level and Higher You know four 1st-level spells of your
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
menacing war machines can crush entire hordes of demons or deliver shock troops behind enemy lines. Infernal war machines are made of infernal iron and bristle with spikes, blades, chains, and siege
weapons. An infernal war machine’s engine roars a bass, growling rumble with an undertone of agonized screams as its furnace burns souls for fuel. This appendix includes stat blocks for infernal war machines, rules for running and repairing them, and guidelines for handling chases in Avernus.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
difficult terrain, but they aren’t dangerous—just annoying. They provide half cover to creatures behind them. (See “Difficult Terrain” and “Cover” in the Basic Rules for more information.)
contested by the goblins’ passive Wisdom (Perception) score to avoid being surprised. See the Basic Rules for more information on ability check contests. Thickets. The thickets around the clearing are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Arch Gate to Level 4 This dusty room is hidden behind a secret door disguised to look like a plain section of wall. Embedded in the middle of the room’s north wall is a stone arch, its frame
engraved with images of falling coins. The arch’s keystone has a tiny slot in it. This is one of Halaster’s magic gates (see “Gates”), and its rules are as follows: Feeding a gold coin into the slot in the
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
hours. A meditating elf otherwise follows all the rules for a long rest; only the duration is changed. Do the lightfoot halfling and wood elf hiding racial traits allow them to hide while observed? The
, you can’t hide from someone if you’re in full view. A lightfoot halfling, though, can try to vanish behind a creature that is at least one size larger, and a wood elf can try to hide simply by being
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical spider that binds wounds
specialized items you’ll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Wood Elves Also called copper elves, or Sy’Tel’Quessir, wood elves are the most common elves remaining in Faerûn. Their ancestors left behind the strife of the Crown Wars millennia ago to found
variety of folk. Wood elves in Faerûn have the racial traits of wood elves in the Player’s Handbook. They have tan or coppery skin, with hair of wood brown, golden blond, black, or a shining metallic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Secret Door. Behind a 6-foot-tall wood-framed painting of Halaster hanging on a wall is a secret door that pulls open to reveal a small chamber with a stone arch embedded in its back wall.
Arch
Gate to Level 7 The arch hidden behind the secret door is one of Halaster’s magic gates (see “Gates”). Inscribed on the wall inside the arch is the following riddle in Common: “What appears once in an






