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Returning 35 results for 'being both deadly curving record'.
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Classes
Sword Coast Adventurer's Guide
Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of
their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.
classes
Sword Coast Adventurer's Guide
Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of
their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Key Plot Points The following information is key to the adventure’s story: Heat Breaker. The remains of the giant Elakdras bear the record of a magical ritual necessary to end a deadly heat wave
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Key Plot Points The following information is key to the adventure’s story: Heat Breaker. The remains of the giant Elakdras bear the record of a magical ritual necessary to end a deadly heat wave
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Key Plot Points The following information is key to the adventure’s story: Heat Breaker. The remains of the giant Elakdras bear the record of a magical ritual necessary to end a deadly heat wave
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Way of the Long Death Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and
understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style. Touch of Death Starting when you choose this tradition at
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
there’s a slim chance that one or more characters might die. Deadly. A deadly encounter could be lethal for one or more player characters. Survival often requires good tactics and quick thinking, and
the party risks defeat. XP Thresholds by Character Level Character
Level
----- Encounter Difficulty -----
Easy Medium Hard Deadly 1st 25 50 75 100 2nd 50 100 150 200 3rd 75 150 225 400 4th
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
there’s a slim chance that one or more characters might die. Deadly. A deadly encounter could be lethal for one or more player characters. Survival often requires good tactics and quick thinking, and
the party risks defeat. XP Thresholds by Character Level Character
Level
----- Encounter Difficulty -----
Easy Medium Hard Deadly 1st 25 50 75 100 2nd 50 100 150 200 3rd 75 150 225 400 4th
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
there’s a slim chance that one or more characters might die. Deadly. A deadly encounter could be lethal for one or more player characters. Survival often requires good tactics and quick thinking, and
the party risks defeat. XP Thresholds by Character Level Character
Level
----- Encounter Difficulty -----
Easy Medium Hard Deadly 1st 25 50 75 100 2nd 50 100 150 200 3rd 75 150 225 400 4th
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Example Traps Traps are presented in alphabetical order. Collapsing Roof Deadly Trap (Levels 1–4) Trigger: A creature crosses a trip wire
Duration: Instantaneous
This trap uses a trip wire to
) check as follows: DC 12 at levels 5–10, DC 14 at levels 11–16, or DC 16 at levels 17–20. Fire-Casting Statue Deadly Trap (Levels 1–4) Trigger: A creature moves onto a pressure plate
Duration
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Example Traps Traps are presented in alphabetical order. Collapsing Roof Deadly Trap (Levels 1–4) Trigger: A creature crosses a trip wire
Duration: Instantaneous
This trap uses a trip wire to
(Athletics) check as follows: DC 12 at levels 5–10, DC 14 at levels 11–16, or DC 16 at levels 17–20. Fire-Casting Statue Deadly Trap (Levels 1–4) Trigger: A creature moves onto a pressure plate
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Example Traps Traps are presented in alphabetical order. Collapsing Roof Deadly Trap (Levels 1–4) Trigger: A creature crosses a trip wire
Duration: Instantaneous
This trap uses a trip wire to
(Athletics) check as follows: DC 12 at levels 5–10, DC 14 at levels 11–16, or DC 16 at levels 17–20. Fire-Casting Statue Deadly Trap (Levels 1–4) Trigger: A creature moves onto a pressure plate
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Example Traps Traps are presented in alphabetical order. Collapsing Roof Deadly Trap (Levels 1–4) Trigger: A creature crosses a trip wire
Duration: Instantaneous
This trap uses a trip wire to
) check as follows: DC 12 at levels 5–10, DC 14 at levels 11–16, or DC 16 at levels 17–20. Fire-Casting Statue Deadly Trap (Levels 1–4) Trigger: A creature moves onto a pressure plate
Duration
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Example Traps Traps are presented in alphabetical order. Collapsing Roof Deadly Trap (Levels 1–4) Trigger: A creature crosses a trip wire
Duration: Instantaneous
This trap uses a trip wire to
) check as follows: DC 12 at levels 5–10, DC 14 at levels 11–16, or DC 16 at levels 17–20. Fire-Casting Statue Deadly Trap (Levels 1–4) Trigger: A creature moves onto a pressure plate
Duration
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Example Traps Traps are presented in alphabetical order. Collapsing Roof Deadly Trap (Levels 1–4) Trigger: A creature crosses a trip wire
Duration: Instantaneous
This trap uses a trip wire to
(Athletics) check as follows: DC 12 at levels 5–10, DC 14 at levels 11–16, or DC 16 at levels 17–20. Fire-Casting Statue Deadly Trap (Levels 1–4) Trigger: A creature moves onto a pressure plate
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Lance. Eberron In the aftermath of a deadly war, magically advanced nations rebuild as a cold war threatens lasting peace. Exandria Heroes make names for themselves in the world made popular by the
to the campaign—and record them in your campaign journal. What Roles, If Any, Do the Gods Play? What greater gods, lesser gods, and quasi-deities are present or worshiped in your world? If there are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Lance. Eberron In the aftermath of a deadly war, magically advanced nations rebuild as a cold war threatens lasting peace. Exandria Heroes make names for themselves in the world made popular by the
to the campaign—and record them in your campaign journal. What Roles, If Any, Do the Gods Play? What greater gods, lesser gods, and quasi-deities are present or worshiped in your world? If there are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Lance. Eberron In the aftermath of a deadly war, magically advanced nations rebuild as a cold war threatens lasting peace. Exandria Heroes make names for themselves in the world made popular by the
to the campaign—and record them in your campaign journal. What Roles, If Any, Do the Gods Play? What greater gods, lesser gods, and quasi-deities are present or worshiped in your world? If there are
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
and permanently laying them to rest. 2 Devout Scholars. This federation prizes knowledge and texts pertaining to their god. They collect rare holy books and record the life stories of miracle-working
the order. 6 Prevent Prophecy. A rival order stands on the cusp of fulfilling a prophecy with deadly ramifications. You strive to undermine their blasphemous agenda.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
they call forth in the hope of learning secrets. They record their stories on the bones that once belonged to these creatures, thus preserving the information they gain. Spectral Spy. The pursuit of
Deadly Reach. In response to a visible enemy moving into its reach, the boneclaw makes one claw attack against that enemy. If the attack hits, the boneclaw can make a second claw attack against the target.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
welcome the diseased and the dying so that they might watch and record their deaths. If such unfortunates seek release from pain through death, the monks provide it. They view death as a gift that
dwell, and they travel the countryside gathering information for isolated groves and fastnesses. They don’t ever seek to provoke violence, but are quite deadly when defending themselves, their charges, and their holy sites.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
they call forth in the hope of learning secrets. They record their stories on the bones that once belonged to these creatures, thus preserving the information they gain. Spectral Spy. The pursuit of
Deadly Reach. In response to a visible enemy moving into its reach, the boneclaw makes one claw attack against that enemy. If the attack hits, the boneclaw can make a second claw attack against the target.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
and permanently laying them to rest. 2 Devout Scholars. This federation prizes knowledge and texts pertaining to their god. They collect rare holy books and record the life stories of miracle-working
the order. 6 Prevent Prophecy. A rival order stands on the cusp of fulfilling a prophecy with deadly ramifications. You strive to undermine their blasphemous agenda.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
and permanently laying them to rest. 2 Devout Scholars. This federation prizes knowledge and texts pertaining to their god. They collect rare holy books and record the life stories of miracle-working
the order. 6 Prevent Prophecy. A rival order stands on the cusp of fulfilling a prophecy with deadly ramifications. You strive to undermine their blasphemous agenda.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
they call forth in the hope of learning secrets. They record their stories on the bones that once belonged to these creatures, thus preserving the information they gain. Spectral Spy. The pursuit of
Deadly Reach. In response to a visible enemy moving into its reach, the boneclaw makes one claw attack against that enemy. If the attack hits, the boneclaw can make a second claw attack against the target.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
laird, who rules over his or her own holdings and directs the clan in dedicating its efforts toward a particular trade or craft. A caste of priests called thuldar officiate all rituals and record the
known as steeders (see appendix C). Most kavalrachni come from Clan Xundom. Xarrorn. These specialists train with deadly flame lances forged in Gracklstugh. Most xarrorn come from Clan Xardelvar
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
laird, who rules over his or her own holdings and directs the clan in dedicating its efforts toward a particular trade or craft. A caste of priests called thuldar officiate all rituals and record the
known as steeders (see appendix C). Most kavalrachni come from Clan Xundom. Xarrorn. These specialists train with deadly flame lances forged in Gracklstugh. Most xarrorn come from Clan Xardelvar
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
laird, who rules over his or her own holdings and directs the clan in dedicating its efforts toward a particular trade or craft. A caste of priests called thuldar officiate all rituals and record the
known as steeders (see appendix C). Most kavalrachni come from Clan Xundom. Xarrorn. These specialists train with deadly flame lances forged in Gracklstugh. Most xarrorn come from Clan Xardelvar
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
magical knowledge or training would do well to start at the Last Academies, although admittance requires a rigorous test of magical prowess that often proves deadly. Research. The Library of Netheril
sides of this grand avenue, each storefront a glimmering treasure box of sensory delight.
Curving along the Outer Platform, the Way of Astonishments is closed to traffic, allowing patrons to freely
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
magical knowledge or training would do well to start at the Last Academies, although admittance requires a rigorous test of magical prowess that often proves deadly. Research. The Library of Netheril
sides of this grand avenue, each storefront a glimmering treasure box of sensory delight.
Curving along the Outer Platform, the Way of Astonishments is closed to traffic, allowing patrons to freely
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
magical knowledge or training would do well to start at the Last Academies, although admittance requires a rigorous test of magical prowess that often proves deadly. Research. The Library of Netheril
sides of this grand avenue, each storefront a glimmering treasure box of sensory delight.
Curving along the Outer Platform, the Way of Astonishments is closed to traffic, allowing patrons to freely
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
leads up to area F2 in the Fane of the Eye. The rough walls can be climbed safely. N2. Deadly Pool The temperature plunges in this cave, which is dominated by a frozen pool. Ice crystals glitter on the
bead of curing, one bead of summons, and one bead of wind walking. N8. Wind Chorus Wind rushes through this curving natural passage and off into the darkness beyond, howling in a changing pitch as it
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
characters close to the walls and the magic mirrors, hoping to summon the deadly defenders of this area. Cursed Mirrors. Cursed mirrors are on all the walls except those within 5 feet of the exit points
center of this curving cavern. A stack of pig carcasses is piled haphazardly along the eastern wall. Buckets are arrayed on the northern side of the arch, as well as along the southern wall.
On the wall
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the water of a vast pool situated between curving northern and southern staircases that lead up to double doors. Two enormous globes of blue liquid are suspended in the air to the east.
Creatures. One
gate stands in the corridor that leads south to the Spawn Pools. Spawn Pools The Red Wizards refocused the magic of these once-deadly pools to spawn aquatic creatures under the supervision of a sea hag
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the water of a vast pool situated between curving northern and southern staircases that lead up to double doors. Two enormous globes of blue liquid are suspended in the air to the east.
Creatures. One
gate stands in the corridor that leads south to the Spawn Pools. Spawn Pools The Red Wizards refocused the magic of these once-deadly pools to spawn aquatic creatures under the supervision of a sea hag