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Returning 35 results for 'boat before duplicate convinced repeat'.
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Magic Items
Dungeon Master’s Guide
’s Feather Tokens table. The type of token determines its rarity.
Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can&rsquo
after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action.
Fan (Uncommon). If you are on a boat or ship, you can take a Magic action to
Feather Token
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
Feather Token
01-20
Feather Token (Anchor);Anchor
21-35
Feather Token (Bird);Bird
36-50
Feather Token (Fan);Fan
51-65
Feather Token (Swan Boat);Swan Boat
66-90
Feather
Token (Tree);Tree
91-00
Feather Token (Whip);Whip
Feather Token (Anchor);Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be
Quaal's Feather Token
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
Feather Token
01-20
Feather Token (Anchor);Anchor
21-35
Feather Token (Bird);Bird
36-50
Feather Token (Fan);Fan
51-65
Feather Token (Swan Boat);Swan Boat
66-90
Feather
Token (Tree);Tree
91-00
Feather Token (Whip);Whip
Feather Token (Anchor);Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be
Monsters
Mordenkainen Presents: Monsters of the Multiverse
action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. The target can repeat the
Charisma saving throw or become charmed by Titivilus for 1 minute. The charmed target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is
Monsters
Mordenkainen Presents: Monsters of the Multiverse
there is nowhere to move, in which case it needn’t take the Dash action. If the creature ends its turn in a location where it doesn’t have line of sight to Moloch, the creature can repeat
archdevils in check. The arrangement unraveled, however, when Moloch took the night hag named Malagard for his advisor. Her poisonous words gradually convinced him to attempt to topple Asmodeus. The
Monsters
Fizban's Treasury of Dragons
I repeat what others have said back to them to make sure I have remembered it correctly.
2
I might not like you, but I will endeavor to treat you with respect, if not kindness.
3
I like
must be convinced to defend the school in a contest against a rival college.
7
An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how
Backgrounds
Baldur’s Gate: Descent into Avernus
and the bugbear became friends.
6
Last winter, you dove into the frigid river to haul out a foundering fishing boat with your bare hands, saving all aboard. Now, everyone on the docks knows your
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->Dungeon Master’s Guide (2014)
determines it randomly.
d100 Feather Token
01–20 Anchor
21–35 Bird
36–50 Fan
51–65 Swan boat
66–90 Tree
91–00 Whip
Anchor. You can use an action to
touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears
Monsters
Fizban's Treasury of Dragons
1
I repeat what others have said back to them to make sure I have remembered it correctly.
2
I might not like you, but I will endeavor to treat you with respect, if not kindness.
3
I
and must be convinced to defend the school in a contest against a rival college.
7
An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
36–50 Fan Uncommon 51–65 Swan boat Rare 66–90 Tree Uncommon 91–00 Whip Rare Anchor (Uncommon) You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel
flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action. Fan (Uncommon) If you are on a boat or ship, you can take a Magic action to toss the token
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
determines it randomly. d100 Feather Token d100 Feather Token 01–20 Anchor 51–65 Swan boat 21–35 Bird 66–90 Tree 36–50 Fan 91–00 Whip Anchor. You can use an action to touch the token to a boat or ship
at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. Fan. If you are on a boat or ship, you can
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
36–50 Fan Uncommon 51–65 Swan boat Rare 66–90 Tree Uncommon 91–00 Whip Rare Anchor (Uncommon) You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel
flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action. Fan (Uncommon) If you are on a boat or ship, you can take a Magic action to toss the token
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
contains a folding boat, a helm of underwater action (see appendix C), and an incomplete apparatus of Kwalish. The missing levers of the apparatus can be found in area 7, and require a successful DC 14
renders to arrive for the priest’s blessing before departing down the stairs to the underground lake (area 30). They attack unless they can be convinced the characters are part of the blessing ceremony.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
die in a domain return reincarnated, fated to repeat a version of their former lives. Endless Cycles. The Darklord shepherds another individual down a path of corruption in hopes of crafting a successor
cursed to be unable to learn from past mistakes or perceive their own failings, though they’re convinced that this time will be different. Shocking Reminders. The domain is drowning in symbolic
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
boats, while less well-to-do folk hire out to work as deckhands. The work is difficult and dangerous, but a smart deckhand can save money for several years and eventually buy their own boat. That
locals, the mine has started to yield silver in growing quantities, and the dwarves are convinced that the nearby cliffs are rich with gold. If the mine takes off, Saltmarsh could transform into a sprawling boomtown overnight.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
the bigger ships alongside each other would be risky), or to travel to or from a pier that is either too small or too crowded to accommodate a larger vessel.
A jolly boat can be lowered into the
gravity plane of a larger ship or object, where it bobs like a boat in water. A jolly boat is too small to support a spelljamming helm, so the crew must use oars to steer and propel it as it “floats” in
Magic Items
Infernal Machine Rebuild
+1 bonus to initiative rolls.
You are unable to hear any speech louder than a whisper.
17
An exact duplicate of you appears next to you, dressed as you but lacking any gear. The duplicate
functions as a familiar and has the statistics of a cat.
An exact duplicate of you appears next to you, dressed as you but lacking any gear. It loudly tries to convince all other creatures that it is you
Monsters
Fizban's Treasury of Dragons
inspire your portrayal of distinctive emerald dragon characters.
Emerald Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I repeat
convinced to defend the school in a contest against a rival college.
7
An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how they respond
Monsters
Fizban's Treasury of Dragons
portrayal of distinctive emerald dragon characters.
Emerald Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I repeat what others have
dragon are terrorizing a nearby halfling settlement. One solution is to get rid of the dragon.
6
An emerald dragon is the headmaster in absentia of a bardic college and must be convinced to defend
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
into clicking and popping noises. Among the words the monodrones repeat are “march,” “Mechanus,” “seventeen” (the number of cycles of the plane of Mechanus that mark the Great Modron March), and “lost
successful DC 15 Charisma (Persuasion) check. They have advantage on the check if the party includes one or more modrons. Once convinced of the characters’ friendly intentions, the tridrone tells
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, he can use an action to make a DC 15 Charisma check, turning the quaggoth slaves against their drow masters on a success. If the drow are disposed of, Derendil can repeat the check to turn the
through the web-filled chasm. It communicates with the characters telepathically, warning them about “demons rising in the dark.” The creature becomes increasingly paranoid and convinced that the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
threat. Since gaining his position, Titivilus has convinced Dispater that countless plots are being hatched against him and that Asmodeus himself seeks to remove Dispater from power. In response, Dispater
route on each of its turns, unless there is nowhere to move, in which case it needn’t take the Dash action. The target can repeat the saving throw at the end of each of its turns, ending the effect on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17 Constitution saving throw or fall unconscious, lulled into that state by a soothing psionic vibration that the ulitharid produces. A creature that succeeds on the saving throw must repeat it at the
it, the creature can repeat the DC 17 Constitution saving throw at the end of each of its turns, waking on a success. The creature also awakens if it takes damage in the real world, but not if it
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to deal 20 psychic damage to Lord Drylund. This damage is enough to kill Lord Drylund instantly. From dawn until dusk, the flat-bottomed wooden boat is moored at the city docks. Dockworkers come and
isn’t really interested in the answer; he’s looking to see how the character reacts. A character who reacts in a nonthreatening manner can repeat the check. If the character wins the contest, Storn’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
impossible to duplicate. When forced to interact with creatures of other intelligent species, thri-kreen employ alternative methods of communication, such as drawing pictures in sand or making pictures
while poisoned in this way. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claws. Melee Weapon Attack: +3 to hit, reach 5
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Through these skills, Titivilus has manipulated everyone along his path to power, either to win them over to his cause or to remove them as a threat. Since gaining his position, Titivilus has convinced
take the Dash action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Teleport. Titivilus magically teleports, along with any
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
his advisor. Her poisonous words gradually convinced him to attempt to topple Asmodeus. The conspiracy nearly succeeded, but was ultimately thwarted. Moloch was stripped of his station and sentenced to
creature ends its turn in a location where it doesn’t have line of sight to Moloch, the creature can repeat the saving throw, ending the effect on itself on a success.
Spellcasting. Moloch casts one
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
dirt, slime, or offal. 81–90 The character is stunned. 91–100 The character falls unconscious. Long-Term Madness d100 Effect (lasts 1d10 × 10 hours) 01–10 The character feels compelled to repeat
–70 “I am the smartest, wisest, strongest, fastest, and most beautiful person I know.” 71–80 “I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Long-Term Madness d100 Effect (lasts 1d10 x 10 hours) 01-10 The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting
convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time." 81-85 "There's only one person I can trust. And only I can see this
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Malagard for his advisor. Her words were poison, and gradually she convinced Moloch to direct his efforts to topple Asmodeus. Although the conspiracy nearly succeeded, it was thwarted. Moloch was stripped
nowhere to move, in which case it needn’t take the Dash action. If the creature ends its turn in a location where it doesn’t have line of sight to Moloch, the creature can repeat the saving throw. On a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, learn a secret, or unravel a cryptic prophecy. 9 Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events. 10 Creator Seeker: The item seeks its creator and
follow the item's commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can't use this power again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
gemstone in its mouth. Speaking to the Faces. The faces repeat their warning if a spoken to, except in the following two circumstances: “Say ‘Aah!’” If a character asks one of the faces to open its mouth
: River Ledge A ten-foot-long wooden boat is tied to a ledge near the water. Intricate, flowing knotwork carving adorns the sides of the craft, which tapers to a point at both ends. Two oars lie inside
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
. Speaking to the Faces. The faces repeat their warning if spoken to, except in the following two circumstances: “Say ‘Aah!’” If a character asks one of the faces to open its mouth, stick out its tongue, or
worth 600 gp and weighs 100 pounds), a Spell Scroll of Levitate, and a beaten copper bowl with lapis lazuli handles, which is worth 750 gp. L12: River Ledge A ten-foot-long wooden boat is tied to a ledge
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
help. 5 The inhabitants see the characters as no more than insects and refuse to interact with them unless forced. 6 The inhabitants see the characters as gods and can be convinced to worship them
DM’s choice Hostile Island Leader Motivations d4 Motivation 1 The leader wants to commandeer a boat to conquer other islands. 2 The leader takes all treasure gained by its followers, growing rich
Compendium
- Sources->Dungeons & Dragons->Divine Contention
with long fingers squatting over an upturned rowboat. A woman squirms in the mud underneath, trapped by the weight of the boat. You recognize her as Valdi Estapaar, the fisherwoman who sits on the town
with a combined Strength score of 15 or higher must spend an action to heft the boat aside (if they attempt this while the boneclaw is perched on the boat, they need to muster a combined Strength score






