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Returning 10 results for 'blending bonded diffusing contingent raids'.
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Backgrounds
Ghosts of Saltmarsh
You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your second
innocent people are hurt.
6
I sometimes stay up all night listening to the ghosts of my fallen enemies.
Saltmarsh Ties
As a former member of Saltmarsh’s elite marine contingent
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
here. Residents also include captives that the githyanki have taken on raids.
Law and Order. Warriors patrol above the streets in astral skiffs to keep the peace. Githyanki who cause unwarranted
. Soldiers and officers occupy several areas around the city, most of which contain defensive works and armories. The githyanki also maintain barracks that serve as mustering points in advance of raids. All
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
here. Residents also include captives that the githyanki have taken on raids.
Law and Order. Warriors patrol above the streets in astral skiffs to keep the peace. Githyanki who cause unwarranted
. Soldiers and officers occupy several areas around the city, most of which contain defensive works and armories. The githyanki also maintain barracks that serve as mustering points in advance of raids. All
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
here. Residents also include captives that the githyanki have taken on raids.
Law and Order. Warriors patrol above the streets in astral skiffs to keep the peace. Githyanki who cause unwarranted
. Soldiers and officers occupy several areas around the city, most of which contain defensive works and armories. The githyanki also maintain barracks that serve as mustering points in advance of raids. All
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Marine You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your
elite marine contingent, you are friends of Tom and Will Stoutly and can turn to them for help and support. Eliander Fireborn, captain of the guard, also makes time to listen to your concerns.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Marine You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your
elite marine contingent, you are friends of Tom and Will Stoutly and can turn to them for help and support. Eliander Fireborn, captain of the guard, also makes time to listen to your concerns.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Marine You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your
elite marine contingent, you are friends of Tom and Will Stoutly and can turn to them for help and support. Eliander Fireborn, captain of the guard, also makes time to listen to your concerns.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Charisma check. A character with proficiency in the Animal Handling skill has advantage on the check. The bonded tressym obeys that character’s commands and no one else’s. Near the top of Moongleam Tower is
return to the ship from their inland raids. If the characters hide aboard the ship or remain within sight of it, roll a d20 at the end of each hour that passes. On a roll of 17 or higher, 1d4 frost
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Charisma check. A character with proficiency in the Animal Handling skill has advantage on the check. The bonded tressym obeys that character’s commands and no one else’s. Near the top of Moongleam Tower is
return to the ship from their inland raids. If the characters hide aboard the ship or remain within sight of it, roll a d20 at the end of each hour that passes. On a roll of 17 or higher, 1d4 frost
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Charisma check. A character with proficiency in the Animal Handling skill has advantage on the check. The bonded tressym obeys that character’s commands and no one else’s. Near the top of Moongleam Tower is
return to the ship from their inland raids. If the characters hide aboard the ship or remain within sight of it, roll a d20 at the end of each hour that passes. On a roll of 17 or higher, 1d4 frost






