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Returning 35 results for 'blink before deciding carried respected'.
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Backgrounds
Ghosts of Saltmarsh
of an enemy ship, surviving on brackish water and foolhardy rats. At the right moment, you crept up to the deck and took over the ship on your own.
6
Leave None Behind. You carried an
injured marine for miles to avoid capture and death.
Suggested Characteristics
Marines are looked up to by other soldiers and respected by their superiors. They are veteran warriors
Backgrounds
Guildmasters’ Guide to Ravnica
needs warrant. For example, you can have a message carried across a neighborhood, procure a short carriage ride without paying, or have others clean up a bloody mess you left in an alley. The DM
become as rich as the oligarchs. (Evil)
3
Power. One day, I will be the one giving orders. (Evil)
4
Prestige. I want to be admired, respected, feared, or even hated for my position
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Council of Dragons Five ancient dragons make up the council charged with deciding their metallic kin’s response to the cult. Though they are not necessarily the wisest or most powerful specimens of
dragonkind, all are well respected. Any decision made by these dragon councilors will be accepted by the metallic dragons as a whole. The dragons have no need to judge the different factions of the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Council of Dragons Five ancient dragons make up the council charged with deciding their metallic kin’s response to the cult. Though they are not necessarily the wisest or most powerful specimens of
dragonkind, all are well respected. Any decision made by these dragon councilors will be accepted by the metallic dragons as a whole. The dragons have no need to judge the different factions of the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Council of Dragons Five ancient dragons make up the council charged with deciding their metallic kin’s response to the cult. Though they are not necessarily the wisest or most powerful specimens of
dragonkind, all are well respected. Any decision made by these dragon councilors will be accepted by the metallic dragons as a whole. The dragons have no need to judge the different factions of the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Council of Dragons Five ancient dragons make up the council charged with deciding their metallic kin’s response to the cult. Though they are not necessarily the wisest or most powerful specimens of
dragonkind, all are well respected. Any decision made by these dragon councilors will be accepted by the metallic dragons as a whole. The dragons have no need to judge the different factions of the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Council of Dragons Five ancient dragons make up the council charged with deciding their metallic kin’s response to the cult. Though they are not necessarily the wisest or most powerful specimens of
dragonkind, all are well respected. Any decision made by these dragon councilors will be accepted by the metallic dragons as a whole. The dragons have no need to judge the different factions of the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Council of Dragons Five ancient dragons make up the council charged with deciding their metallic kin’s response to the cult. Though they are not necessarily the wisest or most powerful specimens of
dragonkind, all are well respected. Any decision made by these dragon councilors will be accepted by the metallic dragons as a whole. The dragons have no need to judge the different factions of the
Orc
Legacy
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races
Volo's Guide to Monsters
represents both life and the grave. It is her worshipers that raise young orcs to be warriors, and then, at the end of their lives, take them to Yurtrus and Shargaas to be carried into death and the
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
over the ship on your own. 6 Leave None Behind. You carried an injured marine for miles to avoid capture and death. Suggested Characteristics Marines are looked up to by other soldiers and respected
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
over the ship on your own. 6 Leave None Behind. You carried an injured marine for miles to avoid capture and death. Suggested Characteristics Marines are looked up to by other soldiers and respected
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
over the ship on your own. 6 Leave None Behind. You carried an injured marine for miles to avoid capture and death. Suggested Characteristics Marines are looked up to by other soldiers and respected
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
door, fly, greater invisibility
Bonus Actions
Blink Step. The inquisitor teleports up to 60 feet to an unoccupied space it can see.
Inquisitor of the Tome
Medium Humanoid
Armor Class 11
saving throw or take 31 (6d8 + 4) force damage and be knocked prone and moved to the unoccupied space closest to the sphere’s center. Large and smaller objects that aren’t being worn or carried in the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
door, fly, greater invisibility
Bonus Actions
Blink Step. The inquisitor teleports up to 60 feet to an unoccupied space it can see.
Inquisitor of the Tome
Medium Humanoid
Armor Class 11
saving throw or take 31 (6d8 + 4) force damage and be knocked prone and moved to the unoccupied space closest to the sphere’s center. Large and smaller objects that aren’t being worn or carried in the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
door, fly, greater invisibility
Bonus Actions
Blink Step. The inquisitor teleports up to 60 feet to an unoccupied space it can see.
Inquisitor of the Tome
Medium Humanoid
Armor Class 11
saving throw or take 31 (6d8 + 4) force damage and be knocked prone and moved to the unoccupied space closest to the sphere’s center. Large and smaller objects that aren’t being worn or carried in the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
character who succeeds on a DC 13 Charisma (Persuasion) check assures her of their heroic purpose, at which point Kycera reveals the following information: Precious Cargo. The Lambent Zenith carried an
spelljamming ship, the Verdant Branch, was attacked by space pirates, he escaped on a lifeboat with his best friend, a blink dog named Ikasa, as well as a treant named Redbud, who had grown into the lifeboat’s
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
character who succeeds on a DC 13 Charisma (Persuasion) check assures her of their heroic purpose, at which point Kycera reveals the following information: Precious Cargo. The Lambent Zenith carried an
spelljamming ship, the Verdant Branch, was attacked by space pirates, he escaped on a lifeboat with his best friend, a blink dog named Ikasa, as well as a treant named Redbud, who had grown into the lifeboat’s
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
character who succeeds on a DC 13 Charisma (Persuasion) check assures her of their heroic purpose, at which point Kycera reveals the following information: Precious Cargo. The Lambent Zenith carried an
spelljamming ship, the Verdant Branch, was attacked by space pirates, he escaped on a lifeboat with his best friend, a blink dog named Ikasa, as well as a treant named Redbud, who had grown into the lifeboat’s
Equipment
the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11–12
A prismatic burst of energy
.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice.
57
Equipment
affected by the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11–12
A prismatic burst of
days.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice
Equipment
affected by the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11–12
A prismatic burst of
days.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice
Equipment
the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11–12
A prismatic burst of energy
.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice
Equipment
by the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11–12
A prismatic burst of energy
days.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice
Equipment
is affected by the Blink spell for 1 minute. Instead of vanishing into the Ethereal Plane, the creature vanishes into a sliver of time in its past or possible future.
11–12
A prismatic
next 1d6 days.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
radiant damage on a hit. 31–36 One simple or martial weapon that is nonmagical and carried by one character in the region gains the properties of a mace of disruption for 24 hours. 37–42 A flying
creature in the region gains the benefits of the blink spell for 1 minute, shimmering with overlapping shattered reflections. 19–24 Creatures in the region don’t cast reflections. Wisdom (Insight
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
radiant damage on a hit. 31–36 One simple or martial weapon that is nonmagical and carried by one character in the region gains the properties of a mace of disruption for 24 hours. 37–42 A flying
creature in the region gains the benefits of the blink spell for 1 minute, shimmering with overlapping shattered reflections. 19–24 Creatures in the region don’t cast reflections. Wisdom (Insight
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
radiant damage on a hit. 31–36 One simple or martial weapon that is nonmagical and carried by one character in the region gains the properties of a mace of disruption for 24 hours. 37–42 A flying
creature in the region gains the benefits of the blink spell for 1 minute, shimmering with overlapping shattered reflections. 19–24 Creatures in the region don’t cast reflections. Wisdom (Insight
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
world. Without it, I wither.”
Flaw. “I treat everyone like props.”
Squirt the Oilcan
CHAPTER 3: THITHER
Originally a nonsentient oilcan, Squirt was carried to the Feywild by dwarves hoping
. “Hospitality, ownership, reciprocity—the rules of conduct must be respected.”
Bond. “I have pledged my fealty to Zybilna of Prismeer, and I am nothing if not her loyal servant.”
Flaw. “Don’t expect
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
world. Without it, I wither.”
Flaw. “I treat everyone like props.”
Squirt the Oilcan
CHAPTER 3: THITHER
Originally a nonsentient oilcan, Squirt was carried to the Feywild by dwarves
. “Hospitality, ownership, reciprocity—the rules of conduct must be respected.”
Bond. “I have pledged my fealty to Zybilna of Prismeer, and I am nothing if not her loyal servant.”
Flaw. “Don’t
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
world. Without it, I wither.”
Flaw. “I treat everyone like props.”
Squirt the Oilcan
CHAPTER 3: THITHER
Originally a nonsentient oilcan, Squirt was carried to the Feywild by dwarves
. “Hospitality, ownership, reciprocity—the rules of conduct must be respected.”
Bond. “I have pledged my fealty to Zybilna of Prismeer, and I am nothing if not her loyal servant.”
Flaw. “Don’t
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
world. Without it, I wither.”
Flaw. “I treat everyone like props.”
Squirt the Oilcan
CHAPTER 3: THITHER
Originally a nonsentient oilcan, Squirt was carried to the Feywild by dwarves hoping
. “Hospitality, ownership, reciprocity—the rules of conduct must be respected.”
Bond. “I have pledged my fealty to Zybilna of Prismeer, and I am nothing if not her loyal servant.”
Flaw. “Don’t expect
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
world. Without it, I wither.”
Flaw. “I treat everyone like props.”
Squirt the Oilcan
CHAPTER 3: THITHER
Originally a nonsentient oilcan, Squirt was carried to the Feywild by dwarves
. “Hospitality, ownership, reciprocity—the rules of conduct must be respected.”
Bond. “I have pledged my fealty to Zybilna of Prismeer, and I am nothing if not her loyal servant.”
Flaw. “Don’t
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
world. Without it, I wither.”
Flaw. “I treat everyone like props.”
Squirt the Oilcan
CHAPTER 3: THITHER
Originally a nonsentient oilcan, Squirt was carried to the Feywild by dwarves hoping
. “Hospitality, ownership, reciprocity—the rules of conduct must be respected.”
Bond. “I have pledged my fealty to Zybilna of Prismeer, and I am nothing if not her loyal servant.”
Flaw. “Don’t expect
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
is made from mithral embedded with three blue spinel gemstones and is worth 1,800 gp. While carried by a member of the winning team, it functions as a stone of good luck. CHAIN LIGHTNING
Chain
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
is made from mithral embedded with three blue spinel gemstones and is worth 1,800 gp. While carried by a member of the winning team, it functions as a stone of good luck. CHAIN LIGHTNING
Chain