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Returning 35 results for 'beneath beating diffusing clutching rules'.
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Monsters
Fizban's Treasury of Dragons
characters, and use the Dragon Turtle Spellcasting table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for
making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
Monsters
Fizban's Treasury of Dragons
explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8
land.
Dragon Turtle Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Endurance. We who dwell beneath the waves can weather all storms. (Any
Monsters
Fizban's Treasury of Dragons
table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply
those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I speak slowly and deliberately
Folk Hero
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
, I love the land, and I will protect the land.
3
A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4
My tools are symbols of my past life
.
d6
Flaw
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of
Monk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
exhales and a blast of fire roars from his mouth, engulfing his foes. Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky
important mission beyond the cloister? Perhaps you were cast out because of some violation of the community’s rules. Did you dread leaving, or were you happy to go? Is there something you hope to
Species
Spelljammer: Adventures in Space
autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears.
Roll on the Autognome History table or choose an entry that
fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s
Monsters
Fizban's Treasury of Dragons
without the boredom. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers
make their way through it.
6
Remorhaz;Remorhazes infest the glacier beneath an adult crystal dragon;adult crystal dragon's lair, posing an imminent threat to the dragon’s home and hoard
Backgrounds
Sword Coast Adventurer's Guide
them again.
2
I worked the land, I love the land, and I will protect the land.
3
A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4
with me to pursue my destiny.
d6
Flaw
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
pedestal. All that remains recognizable are a pair of clawed stone feet clutching the pedestal’s top. Carved into the walls are seven niches. Water seeps into one niche through a crack in the wall. The two
of them is touched or damaged. Treasure Hidden beneath the dark waters of the fountain are 112 sp, 41 gp, three green-gold bracelets worth 25 gp each, a drow +1 dagger (the hilt has a spider design), a potion of greater healing, and a vial containing oil of slipperiness.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
pedestal. All that remains recognizable are a pair of clawed stone feet clutching the pedestal’s top. Carved into the walls are seven niches. Water seeps into one niche through a crack in the wall. The two
of them is touched or damaged. Treasure Hidden beneath the dark waters of the fountain are 112 sp, 41 gp, three green-gold bracelets worth 25 gp each, a drow +1 dagger (the hilt has a spider design), a potion of greater healing, and a vial containing oil of slipperiness.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
nestled among treacherous cliffs and grasping forest. In the blood-painted caverns hidden beneath the temple lies a stone altar bearing the still-beating heart of Darklord Chakuna. Here, an aspiring
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
nestled among treacherous cliffs and grasping forest. In the blood-painted caverns hidden beneath the temple lies a stone altar bearing the still-beating heart of Darklord Chakuna. Here, an aspiring
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
nestled among treacherous cliffs and grasping forest. In the blood-painted caverns hidden beneath the temple lies a stone altar bearing the still-beating heart of Darklord Chakuna. Here, an aspiring
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Arch Gate to Level 7 Embedded in the north wall of this 10-foot-high cave is a stone arch. Carved into its keystone is a picture of a hand clutching a lit torch. The arch is one of Halaster’s
magic gates (see “Gates”). Its rules are as follows: If a lit torch is brought within 5 feet of the arch, the gate opens for 1 minute. Characters must be 9th level or higher to pass through this gate
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Arch Gate to Level 7 Embedded in the north wall of this 10-foot-high cave is a stone arch. Carved into its keystone is a picture of a hand clutching a lit torch. The arch is one of Halaster’s
magic gates (see “Gates”). Its rules are as follows: If a lit torch is brought within 5 feet of the arch, the gate opens for 1 minute. Characters must be 9th level or higher to pass through this gate
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
pedestal. All that remains recognizable are a pair of clawed stone feet clutching the pedestal’s top. Carved into the walls are seven niches. Water seeps into one niche through a crack in the wall. The two
of them is touched or damaged. Treasure Hidden beneath the dark waters of the fountain are 112 sp, 41 gp, three green-gold bracelets worth 25 gp each, a drow +1 dagger (the hilt has a spider design), a potion of greater healing, and a vial containing oil of slipperiness.
Backgrounds
Baldur’s Gate: Descent into Avernus
, and I will protect the land.
3
A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4
My tools are symbols of my past life, and I carry
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Arch Gate to Level 7 Embedded in the north wall of this 10-foot-high cave is a stone arch. Carved into its keystone is a picture of a hand clutching a lit torch. The arch is one of Halaster’s
magic gates (see “Gates”). Its rules are as follows: If a lit torch is brought within 5 feet of the arch, the gate opens for 1 minute. Characters must be 9th level or higher to pass through this gate
Monsters
Fizban's Treasury of Dragons
is learning, but without the boredom. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks
snow structures reminiscent of castles but open to the sky. Glittering crystals scattered about their lairs glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
lizardfolk carrying contraband into the tunnel beneath the strong room. They can take the direct approach and inspect the strong room surreptitiously. This leads to a fight with lizardfolk if characters
, a beating is the best they can hope for. A smart character submits to this humiliation, because fighting back means that Bog Luck calls everyone else to help him punish the thief, and all the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
lizardfolk carrying contraband into the tunnel beneath the strong room. They can take the direct approach and inspect the strong room surreptitiously. This leads to a fight with lizardfolk if characters
, a beating is the best they can hope for. A smart character submits to this humiliation, because fighting back means that Bog Luck calls everyone else to help him punish the thief, and all the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
lizardfolk carrying contraband into the tunnel beneath the strong room. They can take the direct approach and inspect the strong room surreptitiously. This leads to a fight with lizardfolk if characters
, a beating is the best they can hope for. A smart character submits to this humiliation, because fighting back means that Bog Luck calls everyone else to help him punish the thief, and all the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
see as your purpose in the world. Heraldic Signs d6 Sign 1 A rampant golden dragon on a green field, representing valor and a quest for wealth 2 The fist of a storm giant clutching lightning before
bring to your enemies 5 A phoenix in a ring of fire, an expression of an indomitable spirit 6 Three drops of blood beneath a horizontal sword blade on a black background, symbolizing three foes you have sworn to kill
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
empty, ice-glazed thrones form a ring atop a snow-covered hillock. Under the light of a full moon, the apparitions of dead frost giant jarls appear in the thrones, clutching the ends of their armrests
north, as he should. Beneath Reggaryarva’s throne is a vault dedicated to Thrym, the god of the frost giants. Map 2.8: jarlmoot View Player Version
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
lizardfolk carrying contraband into the tunnel beneath the strong room. They can take the direct approach and inspect the strong room surreptitiously. This leads to a fight with lizardfolk if characters
, a beating is the best they can hope for. A smart character submits to this humiliation, because fighting back means that Bog Luck calls everyone else to help him punish the thief, and all the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
lizardfolk carrying contraband into the tunnel beneath the strong room. They can take the direct approach and inspect the strong room surreptitiously. This leads to a fight with lizardfolk if characters
, a beating is the best they can hope for. A smart character submits to this humiliation, because fighting back means that Bog Luck calls everyone else to help him punish the thief, and all the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
lizardfolk carrying contraband into the tunnel beneath the strong room. They can take the direct approach and inspect the strong room surreptitiously. This leads to a fight with lizardfolk if characters
, a beating is the best they can hope for. A smart character submits to this humiliation, because fighting back means that Bog Luck calls everyone else to help him punish the thief, and all the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
empty, ice-glazed thrones form a ring atop a snow-covered hillock. Under the light of a full moon, the apparitions of dead frost giant jarls appear in the thrones, clutching the ends of their armrests
north, as he should. Beneath Reggaryarva’s throne is a vault dedicated to Thrym, the god of the frost giants. Map 2.8: jarlmoot View Player Version
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
clutching a staff.
The stone arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: The gate opens for 1 minute when the arch is tapped three times with a staff of any kind
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
see as your purpose in the world. Heraldic Signs d6 Sign 1 A rampant golden dragon on a green field, representing valor and a quest for wealth 2 The fist of a storm giant clutching lightning before
bring to your enemies 5 A phoenix in a ring of fire, an expression of an indomitable spirit 6 Three drops of blood beneath a horizontal sword blade on a black background, symbolizing three foes you have sworn to kill
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
see as your purpose in the world. Heraldic Signs d6 Sign 1 A rampant golden dragon on a green field, representing valor and a quest for wealth 2 The fist of a storm giant clutching lightning before
bring to your enemies 5 A phoenix in a ring of fire, an expression of an indomitable spirit 6 Three drops of blood beneath a horizontal sword blade on a black background, symbolizing three foes you have sworn to kill
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
empty, ice-glazed thrones form a ring atop a snow-covered hillock. Under the light of a full moon, the apparitions of dead frost giant jarls appear in the thrones, clutching the ends of their armrests
north, as he should. Beneath Reggaryarva’s throne is a vault dedicated to Thrym, the god of the frost giants. Map 2.8: jarlmoot View Player Version
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the arch’s keystone is a hand clutching a lit torch. The arch is one of Halaster’s magic gates (see “Gates”), and its rules are as follows: If a lit torch is brought within 5 feet of the arch, the gate
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the arch’s keystone is a hand clutching a lit torch. The arch is one of Halaster’s magic gates (see “Gates”), and its rules are as follows: If a lit torch is brought within 5 feet of the arch, the gate
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
clutching a staff.
The stone arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: The gate opens for 1 minute when the arch is tapped three times with a staff of any kind






