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Returning 35 results for 'being bind decide constructed replacing'.
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feats
General Feat (Prerequisite: Level 4+, Elf)
You’ve undergone rituals that bind you to Irian and the Undying Court. Many who undergo this process have a desiccated appearance, similar to a mummy
; it’s up to you to decide whether you are affected in this way. Regardless of your appearance, you gain the following benefits.
Ability Score Increase. Increase your Intelligence or Wisdom
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20. If you
are replacing your race with a lineage, replace any Ability Score Increase you previously had with these. Languages Your character can speak, read, and write Common and one other language that you and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20. If you
are replacing your race with a lineage, replace any Ability Score Increase you previously had with these. Languages Your character can speak, read, and write Common and one other language that you and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20. If you
are replacing your race with a lineage, replace any Ability Score Increase you previously had with these. Languages Your character can speak, read, and write Common and one other language that you and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
decide which ability score is involved. The Saving Throws table offers suggestions. Saving Throws Ability Used For… Strength Opposing a force that would physically move or bind you Dexterity
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
decide which ability score is involved. The Saving Throws table offers suggestions. Saving Throws Ability Used For… Strength Opposing a force that would physically move or bind you Dexterity
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
decide which ability score is involved. The Saving Throws table offers suggestions. Saving Throws Ability Used For… Strength Opposing a force that would physically move or bind you Dexterity
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
stains cover the floor of this area. Large oak tables, scarred and beaten, lay scattered like toys about the room, their wood crushed and splintered. Replacing them are furnishings made entirely of
bones that hangs from the ceiling above a long table constructed of bones in the center of the room. Ten chairs made of bones and festooned with decorative skulls surround the table, resting atop which
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
stains cover the floor of this area. Large oak tables, scarred and beaten, lay scattered like toys about the room, their wood crushed and splintered. Replacing them are furnishings made entirely of
bones that hangs from the ceiling above a long table constructed of bones in the center of the room. Ten chairs made of bones and festooned with decorative skulls surround the table, resting atop which
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, but whether it was built as a temple to the god or whether it was constructed by Savras when he was still a mortal, not even Valin has been able to determine. The former temple is built entirely of
ritual through research or a side quest.
Replacing What’s Lost. A more direct restoration can be undertaken if the creature imbued with one of Valin’s organs has been killed and the characters have
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, but whether it was built as a temple to the god or whether it was constructed by Savras when he was still a mortal, not even Valin has been able to determine. The former temple is built entirely of
ritual through research or a side quest.
Replacing What’s Lost. A more direct restoration can be undertaken if the creature imbued with one of Valin’s organs has been killed and the characters have
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
stains cover the floor of this area. Large oak tables, scarred and beaten, lay scattered like toys about the room, their wood crushed and splintered. Replacing them are furnishings made entirely of
bones that hangs from the ceiling above a long table constructed of bones in the center of the room. Ten chairs made of bones and festooned with decorative skulls surround the table, resting atop which
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Arcane Workshop Map 4.1 depicts an arcane workshop, of a sort commonly constructed by the fabricators of House Cannith. These facilities are well stocked with raw materials, artisans’ tools, and
. Zil gnomes who bind elementals and Mror dwarves who forge powerful weapons and armor must have spaces devoted to that work. The wizards of Arcanix in Aundair who create magic items and test new spells
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, but whether it was built as a temple to the god or whether it was constructed by Savras when he was still a mortal, not even Valin has been able to determine. The former temple is built entirely of
ritual through research or a side quest.
Replacing What’s Lost. A more direct restoration can be undertaken if the creature imbued with one of Valin’s organs has been killed and the characters have
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Arcane Workshop Map 4.1 depicts an arcane workshop, of a sort commonly constructed by the fabricators of House Cannith. These facilities are well stocked with raw materials, artisans’ tools, and
. Zil gnomes who bind elementals and Mror dwarves who forge powerful weapons and armor must have spaces devoted to that work. The wizards of Arcanix in Aundair who create magic items and test new spells
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Arcane Workshop Map 4.1 depicts an arcane workshop, of a sort commonly constructed by the fabricators of House Cannith. These facilities are well stocked with raw materials, artisans’ tools, and
. Zil gnomes who bind elementals and Mror dwarves who forge powerful weapons and armor must have spaces devoted to that work. The wizards of Arcanix in Aundair who create magic items and test new spells
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
collection in the chaos. To complicate matters, rifflers (see chapter 21) have learned of the heist and are trying to beat the characters to the score. Extraplanar Eviction. The marids who constructed
the original palace on the site of Cair Ophidian decide the new complex is an outrageous insult. With a retinue of extraplanar servants, they drive Euryale out. This conflict could be resolved
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
collection in the chaos. To complicate matters, rifflers (see chapter 21) have learned of the heist and are trying to beat the characters to the score. Extraplanar Eviction. The marids who constructed
the original palace on the site of Cair Ophidian decide the new complex is an outrageous insult. With a retinue of extraplanar servants, they drive Euryale out. This conflict could be resolved
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
collection in the chaos. To complicate matters, rifflers (see chapter 21) have learned of the heist and are trying to beat the characters to the score. Extraplanar Eviction. The marids who constructed
the original palace on the site of Cair Ophidian decide the new complex is an outrageous insult. With a retinue of extraplanar servants, they drive Euryale out. This conflict could be resolved
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
world. For example, you could decide that the clerics of a particular deity belong to an order that forbids the accumulation of material goods, other than magic items useful for their divine mission
firmly in the world by associating the class with a particular race or culture. For example, you might decide that bards, sorcerers, warlocks, and wizards represent the magical traditions of four
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
world. For example, you could decide that the clerics of a particular deity belong to an order that forbids the accumulation of material goods, other than magic items useful for their divine mission
firmly in the world by associating the class with a particular race or culture. For example, you might decide that bards, sorcerers, warlocks, and wizards represent the magical traditions of four
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
world. For example, you could decide that the clerics of a particular deity belong to an order that forbids the accumulation of material goods, other than magic items useful for their divine mission
firmly in the world by associating the class with a particular race or culture. For example, you might decide that bards, sorcerers, warlocks, and wizards represent the magical traditions of four
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
voices of all others. Occasionally, two gods agree to share the services of an oracle. Oracles who try to remain independent often find themselves pursued by the agents of evil gods who would bind them to
through you, and you can decide whether to use your own voice or to allow the god’s voice to come through your mouth to deliver the message, translated into any language you speak. Oracle’s Insight. The
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
voices of all others. Occasionally, two gods agree to share the services of an oracle. Oracles who try to remain independent often find themselves pursued by the agents of evil gods who would bind them to
through you, and you can decide whether to use your own voice or to allow the god’s voice to come through your mouth to deliver the message, translated into any language you speak. Oracle’s Insight. The
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
voices of all others. Occasionally, two gods agree to share the services of an oracle. Oracles who try to remain independent often find themselves pursued by the agents of evil gods who would bind them to
through you, and you can decide whether to use your own voice or to allow the god’s voice to come through your mouth to deliver the message, translated into any language you speak. Oracle’s Insight. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
notes than you’ll find in one of the short adventures at the end of this chapter.
Adventure Maps An adventure location almost always benefits from a map, and the more thoughtfully constructed the
found, and that book also includes tables listing the creatures commonly found within each type of terrain. Using that information, you can decide which creatures inhabit an adventure location within a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
notes than you’ll find in one of the short adventures at the end of this chapter.
Adventure Maps An adventure location almost always benefits from a map, and the more thoughtfully constructed the
found, and that book also includes tables listing the creatures commonly found within each type of terrain. Using that information, you can decide which creatures inhabit an adventure location within a
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
an offer should put all characters—not just those of good alignment—in a bind. Bargaining with devils is a fool’s game, but if the alternative is the end of the world, it might be the adventurers
’ only option. Devils in the adventure should always be one step ahead of the adventurers. Characters who like to charge in and decide on strategy later will find that their diabolical foes have well
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
an offer should put all characters—not just those of good alignment—in a bind. Bargaining with devils is a fool’s game, but if the alternative is the end of the world, it might be the adventurers
’ only option. Devils in the adventure should always be one step ahead of the adventurers. Characters who like to charge in and decide on strategy later will find that their diabolical foes have well
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
an offer should put all characters—not just those of good alignment—in a bind. Bargaining with devils is a fool’s game, but if the alternative is the end of the world, it might be the adventurers
’ only option. Devils in the adventure should always be one step ahead of the adventurers. Characters who like to charge in and decide on strategy later will find that their diabolical foes have well
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
an offer should put all characters—not just those of good alignment—in a bind. Bargaining with devils is a fool’s game, but if the alternative is the end of the world, it might be the adventurers
’ only option. Devils in the adventure should always be one step ahead of the adventurers. Characters who like to charge in and decide on strategy later will find that their diabolical foes have well
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
a bind. Bargaining with devils is a fool’s game, but if the alternative is the end of the world, it might be the adventurers’ only option. Devils in the adventure should always be one step ahead of
the adventurers. Characters who like to charge in and decide on strategy later will find that their diabolical foes have well-executed plans. If the characters plan two steps ahead, the devils are one step beyond that. Nothing mortals do should ever surprise them.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
kill, but they also take some of their prey alive when they have new mouths to feed. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these
. Tlincallis see themselves as great hunters. If a tlincalli tribe encounters a more powerful hunter, such as a blue dragon, the tribe’s leader must decide whether the group becomes obedient to the superior
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
notes than you’ll find in one of the short adventures at the end of this chapter.
Adventure Maps An adventure location almost always benefits from a map, and the more thoughtfully constructed the
found, and that book also includes tables listing the creatures commonly found within each type of terrain. Using that information, you can decide which creatures inhabit an adventure location within a
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
an offer should put all characters—not just those of good alignment—in a bind. Bargaining with devils is a fool’s game, but if the alternative is the end of the world, it might be the adventurers
’ only option. Devils in the adventure should always be one step ahead of the adventurers. Characters who like to charge in and decide on strategy later will find that their diabolical foes have well






