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Returning 35 results for 'both both deeper contact roaming'.
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Backgrounds
Guildmasters’ Guide to Ravnica
;Selesnya. As a member of the Selesnya Conclave, you are surrounded by people and other creatures who share your worldview and your longing for deeper spiritual communion with the world, and you have a
conclave has a deeper connection to the Worldsoul than I do.
6
I’m trying to atone for the life of crime I led before I joined the Selesnya, but I find it hard to give up my bad habits
Backgrounds
Guildmasters’ Guide to Ravnica
don’t share it.
3
I like to sound mysterious, because wisdom hidden grows deeper with time.
4
I have no patience with people who get in my way.
5
I love hearing about other
Contacts table, giving you an ally who serves as your contact in Dimir. Then roll twice on the table for your secondary guild. The first roll gives you an ally there, and the second roll gives you a rival
classes
Player’s Handbook
them.
Once a pact is made, a Warlock’s thirst for knowledge and power can’t be slaked with mere study. Most Warlocks spend their days pursuing greater power and deeper knowledge, which
+3
Ability Score Improvement
6
3
9
2
4
9
+4
Contact Patron
7
3
10
2
5
10
+4
Subclass feature
7
4
10
2
5
11
+4
Mystic Arcanum (level 6 spell)
7
4
11
3
5
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
contact with Frostfell dwarves in modern times. Legends speak of undead hordes, free-roaming fiends, and terrifying monsters in these arctic lands.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
contact with Frostfell dwarves in modern times. Legends speak of undead hordes, free-roaming fiends, and terrifying monsters in these arctic lands.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
contact with Frostfell dwarves in modern times. Legends speak of undead hordes, free-roaming fiends, and terrifying monsters in these arctic lands.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Tribe Cannibals”), or they might be led to a camp by Reghed scouts roaming the tundra (see “Wilderness Encounters”). The characters might also visit Reghed camps in chapter 5, as they face tests set
the same tribe to commingle and build their camps close to one another, the four tribes avoid contact with one another. Members of one tribe are rarely found in another tribe’s camp unless some sort of diplomacy is taking place.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Tribe Cannibals”), or they might be led to a camp by Reghed scouts roaming the tundra (see “Wilderness Encounters”). The characters might also visit Reghed camps in chapter 5, as they face tests set
the same tribe to commingle and build their camps close to one another, the four tribes avoid contact with one another. Members of one tribe are rarely found in another tribe’s camp unless some sort of diplomacy is taking place.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Tribe Cannibals”), or they might be led to a camp by Reghed scouts roaming the tundra (see “Wilderness Encounters”). The characters might also visit Reghed camps in chapter 5, as they face tests set
the same tribe to commingle and build their camps close to one another, the four tribes avoid contact with one another. Members of one tribe are rarely found in another tribe’s camp unless some sort of diplomacy is taking place.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
are proud of their ancient past and optimistic about the future. Most Mror are generous and courageous, eager to show off their wealth and accomplishments. Those who dig deeper realize that this
create their own monsters. Others—notably Clan Mroranon—avoid contact with the aberrations. Such dwarves treasure the relics of their ancestors but despise those who use symbionts or form pacts with the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
are proud of their ancient past and optimistic about the future. Most Mror are generous and courageous, eager to show off their wealth and accomplishments. Those who dig deeper realize that this
create their own monsters. Others—notably Clan Mroranon—avoid contact with the aberrations. Such dwarves treasure the relics of their ancestors but despise those who use symbionts or form pacts with the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
shelter, safe passage to deeper levels of Undermountain, or information, the trees offer to escort them to Wyllow’s tower(area 6). Vool the Outcast A rash of attacks against the deer of the forest
archdruid, the other werebats drove Vool out of their village. He found a secluded cave nearby (see area 17) and took refuge there. He ventures out once a day to feed but avoids contact with his kin. If Vool
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
shelter, safe passage to deeper levels of Undermountain, or information, the trees offer to escort them to Wyllow’s tower(area 6). Vool the Outcast A rash of attacks against the deer of the forest
archdruid, the other werebats drove Vool out of their village. He found a secluded cave nearby (see area 17) and took refuge there. He ventures out once a day to feed but avoids contact with his kin. If Vool
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
shelter, safe passage to deeper levels of Undermountain, or information, the trees offer to escort them to Wyllow’s tower(area 6). Vool the Outcast A rash of attacks against the deer of the forest
archdruid, the other werebats drove Vool out of their village. He found a secluded cave nearby (see area 17) and took refuge there. He ventures out once a day to feed but avoids contact with his kin. If Vool
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
are proud of their ancient past and optimistic about the future. Most Mror are generous and courageous, eager to show off their wealth and accomplishments. Those who dig deeper realize that this
create their own monsters. Others—notably Clan Mroranon—avoid contact with the aberrations. Such dwarves treasure the relics of their ancestors but despise those who use symbionts or form pacts with the
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
overheard complaining in the tavern. Something has been rotting their smuggled exotic animals, and the tobacco, halfleaf, and rum is putrefied. Something deeper in the cave system is bad for business
specialising in decomposition, has been investigating the fungal imbalance around Aramachi. They deliver the town’s request for adventurers and can act as the party’s primary contact for this quest. You can
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
innumerable, but you pursue them with vigor. As operatives for an academy, you seek to unravel the secrets of existence and the deeper riddles beyond. In your work, you brush shoulders with the wisest in
such efforts. You can call in a favor to delegate the work of researching lore (a downtime activity described in the Player’s Handbook and Xanathar’s Guide to Everything) to a colleague, contact
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
innumerable, but you pursue them with vigor. As operatives for an academy, you seek to unravel the secrets of existence and the deeper riddles beyond. In your work, you brush shoulders with the wisest in
such efforts. You can call in a favor to delegate the work of researching lore (a downtime activity described in the Player’s Handbook and Xanathar’s Guide to Everything) to a colleague, contact
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
innumerable, but you pursue them with vigor. As operatives for an academy, you seek to unravel the secrets of existence and the deeper riddles beyond. In your work, you brush shoulders with the wisest in
such efforts. You can call in a favor to delegate the work of researching lore (a downtime activity described in the Player’s Handbook and Xanathar’s Guide to Everything) to a colleague, contact
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
piece is deeper in the heart. Treasure. The heart absorbed detritus from the wreckage of the Lambent Zenith’s safe room and bridge. A character who searches through the detritus and succeeds on a DC 15
each minute a creature spends in contact with the blood, the creature takes this damage again. Caved-In Artery. A 10-foot-wide petrified artery leads from this chamber. The artery has caved in, blocking that exit from the chamber. Characters can clear that exit as described in area A2.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
piece is deeper in the heart. Treasure. The heart absorbed detritus from the wreckage of the Lambent Zenith’s safe room and bridge. A character who searches through the detritus and succeeds on a DC 15
each minute a creature spends in contact with the blood, the creature takes this damage again. Caved-In Artery. A 10-foot-wide petrified artery leads from this chamber. The artery has caved in, blocking that exit from the chamber. Characters can clear that exit as described in area A2.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
piece is deeper in the heart. Treasure. The heart absorbed detritus from the wreckage of the Lambent Zenith’s safe room and bridge. A character who searches through the detritus and succeeds on a DC 15
each minute a creature spends in contact with the blood, the creature takes this damage again. Caved-In Artery. A 10-foot-wide petrified artery leads from this chamber. The artery has caved in, blocking that exit from the chamber. Characters can clear that exit as described in area A2.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
elder brain. Although such missions risk attracting unwanted attention, they can yield a treasure trove of knowledge and insights to be shared throughout the entire colony when a roaming mind flayer
obedience were broken, or perhaps the colony was destroyed while it was away. In such a case, the mind flayer becomes free-willed for as long as it avoids contact with an elder brain. A renegade
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
now, the breakwater is not designed to prevent entry to the village by anyone who can simply climb up and over it. If the characters avoided any contact with the giant crabs, or if they have handled
landfall just north of the docks. Several yuan-ti are roaming through the village when the characters arrive, but the serpentfolk are not particularly vigilant. The characters can earn the yuan-ti’s
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
now, the breakwater is not designed to prevent entry to the village by anyone who can simply climb up and over it. If the characters avoided any contact with the giant crabs, or if they have handled
landfall just north of the docks. Several yuan-ti are roaming through the village when the characters arrive, but the serpentfolk are not particularly vigilant. The characters can earn the yuan-ti’s
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
elder brain. Although such missions risk attracting unwanted attention, they can yield a treasure trove of knowledge and insights to be shared throughout the entire colony when a roaming mind flayer
obedience were broken, or perhaps the colony was destroyed while it was away. In such a case, the mind flayer becomes free-willed for as long as it avoids contact with an elder brain. A renegade
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
now, the breakwater is not designed to prevent entry to the village by anyone who can simply climb up and over it. If the characters avoided any contact with the giant crabs, or if they have handled
landfall just north of the docks. Several yuan-ti are roaming through the village when the characters arrive, but the serpentfolk are not particularly vigilant. The characters can earn the yuan-ti’s
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
elder brain. Although such missions risk attracting unwanted attention, they can yield a treasure trove of knowledge and insights to be shared throughout the entire colony when a roaming mind flayer
obedience were broken, or perhaps the colony was destroyed while it was away. In such a case, the mind flayer becomes free-willed for as long as it avoids contact with an elder brain. A renegade
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
contain screwdrivers, wrenches, and other tools. To port and starboard, 3-foot-high, 2½-foot-wide passageways lead deeper into the machinery. Medium creatures must squeeze to move through these passages
electrify the outer hull for 1 minute, after which the system requires 1 hour to recharge. Any creature that comes into contact with or starts its turn in contact with the outer hull when it’s electrified
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
contain screwdrivers, wrenches, and other tools. To port and starboard, 3-foot-high, 2½-foot-wide passageways lead deeper into the machinery. Medium creatures must squeeze to move through these passages
electrify the outer hull for 1 minute, after which the system requires 1 hour to recharge. Any creature that comes into contact with or starts its turn in contact with the outer hull when it’s electrified
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
contain screwdrivers, wrenches, and other tools. To port and starboard, 3-foot-high, 2½-foot-wide passageways lead deeper into the machinery. Medium creatures must squeeze to move through these passages
electrify the outer hull for 1 minute, after which the system requires 1 hour to recharge. Any creature that comes into contact with or starts its turn in contact with the outer hull when it’s electrified
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
find the shadow dragon in Vanrakdoom, one of the deeper levels of Undermountain, and break Shar’s hold over him. Failing that, they should put the dragon out of his misery. In exchange for their help
level or higher An ulitharid (see appendix A) has been using telepathy to contact random people in the city and learn all it can about Waterdeep. Those the creature has contacted know nothing of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
find the shadow dragon in Vanrakdoom, one of the deeper levels of Undermountain, and break Shar’s hold over him. Failing that, they should put the dragon out of his misery. In exchange for their help
level or higher An ulitharid (see appendix A) has been using telepathy to contact random people in the city and learn all it can about Waterdeep. Those the creature has contacted know nothing of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
find the shadow dragon in Vanrakdoom, one of the deeper levels of Undermountain, and break Shar’s hold over him. Failing that, they should put the dragon out of his misery. In exchange for their help
level or higher An ulitharid (see appendix A) has been using telepathy to contact random people in the city and learn all it can about Waterdeep. Those the creature has contacted know nothing of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
tomb (areas 27 and 28). Withers avoids contact with the characters when possible, confident that Acererak’s traps will defeat them. Legendary Monsters Two legendary monsters dwell in Acererak’s tomb
in plate armor, giving it AC 17. One or two tomb guardians should appear whenever you feel the need for combat. As the characters delve deeper into the tomb, they should come to know these monsters