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Returning 35 results for 'born building diffusing chapter rest'.
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Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Chapter 1: Dragon’s Rest The adventure begins at a tiny cloister called Dragon’s Rest, a haven where world-weary people come to seek peace, reconciliation, and enlightenment. There, the characters
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Chapter 1: Dragon’s Rest The adventure begins at a tiny cloister called Dragon’s Rest, a haven where world-weary people come to seek peace, reconciliation, and enlightenment. There, the characters
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Chapter 1: Dragon’s Rest The adventure begins at a tiny cloister called Dragon’s Rest, a haven where world-weary people come to seek peace, reconciliation, and enlightenment. There, the characters
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Chapter 4: Building Eberron Adventures Get your own Eberron adventures up and running using the inspiration in this chapter. Eberron is filled with political intrigue, extraplanar threats, magical
mysteries, and back-alley detective work — all in the context of a world emerging from the turmoil of war. The tables and advice in this chapter expand on the material in chapter 3 of the Dungeon
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Chapter 4: Building Eberron Adventures Get your own Eberron adventures up and running using the inspiration in this chapter. Eberron is filled with political intrigue, extraplanar threats, magical
mysteries, and back-alley detective work — all in the context of a world emerging from the turmoil of war. The tables and advice in this chapter expand on the material in chapter 3 of the Dungeon
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Chapter 4: Building Eberron Adventures Get your own Eberron adventures up and running using the inspiration in this chapter. Eberron is filled with political intrigue, extraplanar threats, magical
mysteries, and back-alley detective work — all in the context of a world emerging from the turmoil of war. The tables and advice in this chapter expand on the material in chapter 3 of the Dungeon
Monsters
Curse of Strahd
damage. If the target is a flammable object that isn’t being worn or carried, it catches fire.Izek and his sister were born in Vallaki. One morning, their father and their uncle took them
the woods and was never seen again.
Unlike his sister, Izek was born without a soul. As time wore on, he forgot his lost sister and learned to cope with his disability.
Orphaned Killer. Izek’s
Equipment
detailed analysis covers military units, weapons, strategy, rank, discipline, and much more.
When you study a chapter in the book for 1 hour during a short or long rest, you learn interesting
classes
Tasha’s Cauldron of Everything
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Monsters
The Book of Many Things
Bitterwind—have noticed he’s become more reclusive recently, and when he does appear, he’s restless.
Augustus is a natural-born lycanthrope, born to werewolf parents. His parents
curse. And if bargaining doesn’t work, there’s always blackmail. (See the “Using the Moonstalkers in Your Campaign” section in chapter 11 for more details.)Change Shape
Magic Items
Waterdeep: Dungeon of the Mad Mage
Any creature that attunes to the tablet must make a DC 20 Wisdom saving throw at the end of its next long rest. On a failed save, the creature becomes afflicted with a random form of long-term
madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide).
As an action, a creature attuned to the Black Crystal Tablet can use it to cast eyebite or gate (the portal created by
Monsters
Waterdeep: Dragon Heist
Indomitable (2/Day). Tashlyn can reroll a saving throw that she fails. She must use the new roll.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Tashlyn can regain 20 hit
City Guard. In that position, she watches over traffic that passes through the gate — and ensures that her associates in the Black Network can come and go freely.
Born to a well-off family in Calimshan
Monsters
Icewind Dale: Rime of the Frostmaiden
Mountain Born. The goliath is acclimated to high altitude, including elevations above 20,000 feet.
Powerful Build. The goliath counts as one size larger when determining its carrying capacity and
","rollType":"damage","rollAction":"Javelin","rollDamageType":"piercing"} piercing damage.Stone’s Endurance (Recharges after a Short or Long Rest). When the goliath takes damage, it reduces the
Magic Items
Curse of Strahd
one.
Suffused with confidence born of righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia
;s saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.
Monsters
Icewind Dale: Rime of the Frostmaiden
Mountain Born. Aruk is acclimated to high altitude, including elevations above 20,000 feet.
Powerful Build. Aruk counts as one size larger when determining his carrying capacity and the weight he can
","rollAction":"Javelin","rollDamageType":"piercing"} piercing damage.Stone's Endurance (Recharges after a Short or Long Rest). When Aruk takes damage, it reduces the damage taken by 9 (1d12 + 3
Monsters
Icewind Dale: Rime of the Frostmaiden
, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.The gnoll vampire Tekeli-li
has a small number of kobold vampire spawn minions to keep it company in the Caves of Hunger (see chapter 6). The vampiric kobolds are terrified of the gnoll vampire and can't understand its commands
races
The Ruinbound are mutants that can be born to any humanoid species that has contact with the Daelkyr or their minions. A Ruinbound is born with a personal symbiont—an unnatural entity bound to
chapter 4.
When making a Ruinbound character, work with your DM to determine the appearance of your Personal Symbiont. It is organic and clearly alien, and when you cast a cantrip with this trait, it
Monsters
Curse of Strahd
":"1d8+4","rollType":"damage","rollAction":"Quarterstaff","rollDamageType":"bludgeoning"} bludgeoning damage if wielded with two hands.
Summon Swarms of Insects (Recharges after a Short or Long Rest
winery (chapter 12), and she has begun to wage war against it. In addition, she has forged an alliance with the mad druids that haunt Yester Hill (chapter 14), convincing them that she gave birth to
Tortle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
The Tortle Package
born near sandy coastlines, but as soon as they’re able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the
watch a frog croaking on a lily pad, or to stand in a crowded human marketplace.
Tortles like to learn new skills. They craft their own tools and weapons, and they are good at building structures and
classes
Tasha’s Cauldron of Everything
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Magic Items
The Book of Many Things
, continuously hearing whispers that call for you to join them. Whenever you finish a long rest while cursed, you must make a DC 11 Charisma saving throw. On a failed save, your soul is drawn from your body and
trapped in an object on a different plane of existence. The object and location of this object are chosen by the DM (but might be the House of Cards; see chapter 18). While your soul is trapped in this
Monsters
Curse of Strahd
+ 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Silvered Shortsword","rollDamageType":"piercing"} piercing damage.
Curse (Recharges after a Long Rest). Ezmerelda targets one creature
":"Curse","rollDamageType":"psychic"} psychic damage.
Evil Eye (Recharges after a Short or Long Rest). Ezmerelda targets one creature that she can see within 10 feet of her and casts one of the
monsters
Icewind Dale: Rime of the Frostmaiden
Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell.
Mountain Born. The werebear is acclimated to high altitude, including elevations above 20,000 feet.
Powerful
(Recharges after a Short or Long Rest). When the werebear takes damage, it reduces the damage taken by 10 (1d12 + 4);{"diceNotation":"1d12+4","rollType":"roll","rollAction":"Stone"}.Goliath legends speak of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature takes 18 (4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Corrupt Water", "rollDamageType":"poison"} poison damage and is poisoned until it finishes a long rest.
If another demon
defilement, you can use the optional rule on abyssal corruption in chapter 2 of the Dungeon Master’s Guide, causing the poisoned creature to be corrupted.PoisonCold, Fire, Lightning; Bludgeoning
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Dragon’s Rest Locations The following locations are keyed to map 2, which shows the layout of Dragon’s Rest. Map 2: Dragons Rest View Player Version A1: Path and Monastic Cells A long path leads
sixth cells are strung with hammocks, offering space for the other eight kobolds to sleep. A2: Winch House A small, free-standing building halfway up the path has a peaked roof and a weathered wooden
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Dragon’s Rest Locations The following locations are keyed to map 2, which shows the layout of Dragon’s Rest. Map 2: Dragons Rest View Player Version A1: Path and Monastic Cells A long path leads
sixth cells are strung with hammocks, offering space for the other eight kobolds to sleep. A2: Winch House A small, free-standing building halfway up the path has a peaked roof and a weathered wooden
Monsters
The Wild Beyond the Witchlight
Boon of Immortality. Skabatha is immune to any effect that would age her, and she can’t die from old age.
Forgetfulness. The first creature that Skabatha sees after she finishes a long rest is
of her limbs. Skabatha roams Thither on her flying rocking horse (see chapter 3 for its stat block), which creaks horribly as it moves.
Skabatha’s Weakness
Skabatha always forgets the first
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
their destiny on Stormwreck Isle. Ideally, the characters will spend time at Dragon’s Rest and then explore both Seagrow Caves (described in chapter 2) and the wreck of Compass Rose (chapter 3). They can
Cloister Quests As the characters explore Dragon’s Rest, the residents talk with them about the problems the cloister is facing. These conversations are opportunities for you to introduce the players
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
their destiny on Stormwreck Isle. Ideally, the characters will spend time at Dragon’s Rest and then explore both Seagrow Caves (described in chapter 2) and the wreck of Compass Rose (chapter 3). They can
Cloister Quests As the characters explore Dragon’s Rest, the residents talk with them about the problems the cloister is facing. These conversations are opportunities for you to introduce the players
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
their destiny on Stormwreck Isle. Ideally, the characters will spend time at Dragon’s Rest and then explore both Seagrow Caves (described in chapter 2) and the wreck of Compass Rose (chapter 3). They can
Cloister Quests As the characters explore Dragon’s Rest, the residents talk with them about the problems the cloister is facing. These conversations are opportunities for you to introduce the players
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Dragon’s Rest Locations The following locations are keyed to map 2, which shows the layout of Dragon’s Rest. Map 2: Dragons Rest View Player Version A1: Path and Monastic Cells A long path leads
sixth cells are strung with hammocks, offering space for the other eight kobolds to sleep. A2: Winch House A small, free-standing building halfway up the path has a peaked roof and a weathered wooden
Eladrin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Mordenkainen’s Tome of Foes
finishing a long rest, any eladrin can change their season. An eladrin might choose the season that is present in the world or perhaps the season that most closely matches the eladrin’s current
Everything dies eventually. Why bother building anything that is supposedly meant to last?
2
Nothing matters to you, and you allow others to guide your actions.
3
Your needs come first. In
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
quests she offers them (see “Cloister Quests” later in this chapter). If the characters harm any of the residents of Dragon’s Rest, she becomes hostile and insists the characters make amends for the harm
Meeting the Inhabitants Read this text when the characters first climb the path to Dragon’s Rest: Your arrival quickly draws the attention of the entire population of the place—which consists mostly
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
quests she offers them (see “Cloister Quests” later in this chapter). If the characters harm any of the residents of Dragon’s Rest, she becomes hostile and insists the characters make amends for the harm
Meeting the Inhabitants Read this text when the characters first climb the path to Dragon’s Rest: Your arrival quickly draws the attention of the entire population of the place—which consists mostly
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
quests she offers them (see “Cloister Quests” later in this chapter). If the characters harm any of the residents of Dragon’s Rest, she becomes hostile and insists the characters make amends for the harm
Meeting the Inhabitants Read this text when the characters first climb the path to Dragon’s Rest: Your arrival quickly draws the attention of the entire population of the place—which consists mostly






