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Returning 35 results for 'both both defending common required'.
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Magic Items
Dungeon Master’s Guide
effect at the start of your turn. The spell lasts for 1 minute (no Concentration required) or until Blackrazor decides to end it, which it can do at the end of any of your turns.
Sentience
. Blackrazor is a sentient Chaotic Neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and Darkvision out to 120 feet.
The weapon speaks Common and can communicate
Magic Items
Dungeon Master’s Guide
minute. To you, solid objects within that radius appear transparent and don’t prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to
Concentration required), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you.
Hand of Vecna Spells
Spell
Charge Cost
Finger of Death
5
Backgrounds
Dragonlance: Shadow of the Dragon Queen
;ve trained among the Mages, but whether you’ll face the dangerous test required to become a full member of the group remains to be determined. Your passion for studying magic has likely already
included among their ranks.
Skill Proficiencies: Arcana, History
Languages: Two of your choice
Equipment: A bottle of colored ink, an ink pen, a set of common clothes, and a pouch containing 10 gp
Magic Items
Tyranny of Dragons
A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren’t attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made
are holding it in your hand, you can use an action to expend the required number of charges to cast one of the following spells from the sword: detect magic (1 charge), detect evil and good (1 charge
magic-items
Forgotten Realms: Adventures in Faerûn
and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue
Wis
8
-1
-1
Cha
1
-5
-5
Immunities Poison; Exhaustion, Poisoned
Senses Passive Perception 9
Languages Understands Common but can’t speak
CR 0 (XP 0; PB +2)
Traits
Backgrounds
Baldur’s Gate: Descent into Avernus
gaming set, vehicles (land)
Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common
your responsibilities for a month.
Flaming Fist. If you serve in the Flaming Fist, once every ten days, you must report to the Seatower of Balduran for training, and you’re required to take a
magic-items
Forgotten Realms: Heroes of Faerûn
and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue
Wis
8
-1
-1
Cha
1
-5
-5
Immunities Poison; Exhaustion, Poisoned
Senses Passive Perception 9
Languages Understands Common but can’t speak
CR 0 (XP 0; PB +2)
Traits
Monsters
Waterdeep: Dungeon of the Mad Mage
was in its space. The eye can’t be harmed or dispelled, but it winks out within an antimagic field. A scrying eye lasts until Halaster ends the effect (no action required).
A minor illusory
effect is triggered, as though Halaster had cast minor illusion in an area. Common illusions include the echo of rattling chains, the distant sound of explosive spells being cast, a dusty cloak or a rusty
Magic Items
Baldur’s Gate: Descent into Avernus
Intelligence of 22, a Wisdom of 18, and a Charisma of 24, as well as hearing and truesight out to a range of 120 feet.
The shield can speak, read, and understand Common and Infernal, and it can communicate
charges to cast wall of fire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no concentration required). The shield regains all expended charges daily at dawn.
Anytime
Backgrounds
Sword Coast Adventurer's Guide
choice, as appropriate to your factionLanguages: Two of your choiceEquipment: Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common
with interests and concerns that transcend local politics and geography, the Alliance has its own cadre of individuals who work on behalf of the organizations, wider agenda. Alliance agents are required
Backgrounds
Guildmasters’ Guide to Ravnica
to begin your career as a mere attendant, you can aspire to become a skilled mage or alchemist, a laboratory supervisor, or even a flamethrower-wielding scorchbringer tasked with defending Izzet
and twisted remains of a failed experiment, a hammer, a block and tackle, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins)
Feature: Urban Infrastructure
The popular
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Satyr Satyrs enjoy demonstrating their physicality through contests, evicting party poopers, and defending Fey realms. Lorenzo Mastroianni
Satyr Medium Fey, Chaotic Neutral
AC 13
+0
Cha 14 +2 +2
Skills Perception +2, Performance +6, Stealth +5
Senses Passive Perception 12
Languages Common, Elvish, Sylvan
CR 1/2 (XP 100; PB +2)
Traits
Magic Resistance
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Satyr Satyrs enjoy demonstrating their physicality through contests, evicting party poopers, and defending Fey realms. Lorenzo Mastroianni
Satyr Medium Fey, Chaotic Neutral
AC 13
+0
Cha 14 +2 +2
Skills Perception +2, Performance +6, Stealth +5
Senses Passive Perception 12
Languages Common, Elvish, Sylvan
CR 1/2 (XP 100; PB +2)
Traits
Magic Resistance
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Satyr Satyrs enjoy demonstrating their physicality through contests, evicting party poopers, and defending Fey realms. Lorenzo Mastroianni
Satyr Medium Fey, Chaotic Neutral
AC 13
+0
Cha 14 +2 +2
Skills Perception +2, Performance +6, Stealth +5
Senses Passive Perception 12
Languages Common, Elvish, Sylvan
CR 1/2 (XP 100; PB +2)
Traits
Magic Resistance
classes
Basic Rules (2014)
versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if
from Experience
True bards are not common in the world. Not every minstrel singing in a tavern or jester cavorting in a royal court is a bard. Discovering the magic hidden in music requires hard study
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
invasion and oppression. Although individually they are timid and shy away from conflict, kobolds are dangerous if cornered, vicious when defending their eggs, and notorious for the dangerous
actions contribute to the survival of the group. The tribe practices for the eventuality of defending the lair against intruders, and their plans always include knowing the best escape routes and who is
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
hirelings can assist you, reducing the time required for the crafting. Craft: Magic Item. When you issue the Craft order to this facility, you commission the facility’s hirelings to craft a Common or
an Uncommon magic item chosen by you from the Dungeon Master’s Guide. The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
hirelings can assist you, reducing the time required for the crafting. Craft: Magic Item. When you issue the Craft order to this facility, you commission the facility’s hirelings to craft a Common or
an Uncommon magic item chosen by you from the Dungeon Master’s Guide. The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
hirelings can assist you, reducing the time required for the crafting. Craft: Magic Item. When you issue the Craft order to this facility, you commission the facility’s hirelings to craft a Common or
an Uncommon magic item chosen by you from the Dungeon Master’s Guide. The facility has the tool required to craft the item, and the hirelings have proficiency with that tool as well as proficiency in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
proficiency in the Arcana skill, and they must provide all material components required for the spell. A cantrip scribed onto a scroll works as if the caster were 1st level. The Creating Common Magic
Creating Common Magic Items Normally, a magic item in Eberron is created using the crafting rules in the Dungeon Master’s Guide or Xanathar’s Guide to Everything. But if you have a dragonshard, you
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
proficiency in the Arcana skill, and they must provide all material components required for the spell. A cantrip scribed onto a scroll works as if the caster were 1st level. The Creating Common Magic
Creating Common Magic Items Normally, a magic item in Eberron is created using the crafting rules in the Dungeon Master’s Guide or Xanathar’s Guide to Everything. But if you have a dragonshard, you
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
proficiency in the Arcana skill, and they must provide all material components required for the spell. A cantrip scribed onto a scroll works as if the caster were 1st level. The Creating Common Magic
Creating Common Magic Items Normally, a magic item in Eberron is created using the crafting rules in the Dungeon Master’s Guide or Xanathar’s Guide to Everything. But if you have a dragonshard, you
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
broodguards and exceedingly rare anathemas have their place in the hierarchy as well.
All yuan-ti can interbreed. Females usually lay clutches of eggs, which are stored in a common hatchery, although
common apes. Although some purebloods are able to reproduce with humans, most are disgusted by the idea and would do so only if seduction is necessary for a pureblood to preserve a role as a confidant or
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Defending the Fortress Among the tactics the players might come up with, you can help steer them toward the following options. Arrow Slits The second level of the hermitage features numerous arrow
required materials and reinforce one door. The time is cut in half if another character (including one of the survivors) helps. A reinforced door cannot be broken through with a Strength check, but must
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Defending the Fortress Among the tactics the players might come up with, you can help steer them toward the following options. Arrow Slits The second level of the hermitage features numerous arrow
required materials and reinforce one door. The time is cut in half if another character (including one of the survivors) helps. A reinforced door cannot be broken through with a Strength check, but must
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Defending the Fortress Among the tactics the players might come up with, you can help steer them toward the following options. Arrow Slits The second level of the hermitage features numerous arrow
required materials and reinforce one door. The time is cut in half if another character (including one of the survivors) helps. A reinforced door cannot be broken through with a Strength check, but must
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
spell (no Concentration required).
An eyeball bobs in this potion’s yellowish liquid but vanishes when the potion is opened.
Potion of Climbing Potion, Common
When you drink this potion, you gain
bands of stone. Shaking the bottle fails to mix the colors.
Potion of Comprehension Potion, Common
When you drink this potion, you gain the effect of the Comprehend Languages spell for 1 hour
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
monsters compelled the poorly defended lakeside towns to turn Bryn Shander from a modest hilltop trading post into a walled town capable of defending all Ten-Towners if and when the worst comes. Most
against one another as competition for resources becomes increasingly intense. The alliance of Ten-Towns won’t hold if the mounting tribalism continues to threaten the common good.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. As a Harper, he spends a lot of time defending Waterdavians against those who, like his father, would deprive them of their coin and rights. He owns Neverember House, a four-story residence in the Sea
who has the statistics of a swashbuckler (see below), with these changes: Renaer is chaotic good. He speaks Common.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. As a Harper, he spends a lot of time defending Waterdavians against those who, like his father, would deprive them of their coin and rights. He owns Neverember House, a four-story residence in the Sea
who has the statistics of a swashbuckler (see below), with these changes: Renaer is chaotic good. He speaks Common.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
monsters compelled the poorly defended lakeside towns to turn Bryn Shander from a modest hilltop trading post into a walled town capable of defending all Ten-Towners if and when the worst comes. Most
against one another as competition for resources becomes increasingly intense. The alliance of Ten-Towns won’t hold if the mounting tribalism continues to threaten the common good.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
monsters compelled the poorly defended lakeside towns to turn Bryn Shander from a modest hilltop trading post into a walled town capable of defending all Ten-Towners if and when the worst comes. Most
against one another as competition for resources becomes increasingly intense. The alliance of Ten-Towns won’t hold if the mounting tribalism continues to threaten the common good.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. As a Harper, he spends a lot of time defending Waterdavians against those who, like his father, would deprive them of their coin and rights. He owns Neverember House, a four-story residence in the Sea
who has the statistics of a swashbuckler (see below), with these changes: Renaer is chaotic good. He speaks Common.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
spell (no Concentration required).
An eyeball bobs in this potion’s yellowish liquid but vanishes when the potion is opened.
Potion of Climbing Potion, Common
When you drink this potion, you gain
bands of stone. Shaking the bottle fails to mix the colors.
Potion of Comprehension Potion, Common
When you drink this potion, you gain the effect of the Comprehend Languages spell for 1 hour
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
spell (no Concentration required).
An eyeball bobs in this potion’s yellowish liquid but vanishes when the potion is opened.
Potion of Climbing Potion, Common
When you drink this potion, you gain
bands of stone. Shaking the bottle fails to mix the colors.
Potion of Comprehension Potion, Common
When you drink this potion, you gain the effect of the Comprehend Languages spell for 1 hour






