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Returning 15 results for 'brave both diffusing conjurer resolve'.
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Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Earth Earth symbolizes stability, rigidity, stern resolve, and tradition. The plane’s position opposite the Plane of Air in the ring of the Elemental Planes reflects its opposition to
casts an artifact of power into this place, removing it from the multiverse for a time. The promise of powerful magic lures adventurers to brave the monstrous insects and hags of the swamp in search of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Earth Earth symbolizes stability, rigidity, stern resolve, and tradition. The plane’s position opposite the Plane of Air in the ring of the Elemental Planes reflects its opposition to
casts an artifact of power into this place, removing it from the multiverse for a time. The promise of powerful magic lures adventurers to brave the monstrous insects and hags of the swamp in search of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Earth Earth symbolizes stability, rigidity, stern resolve, and tradition. The plane’s position opposite the Plane of Air in the ring of the Elemental Planes reflects its opposition to
casts an artifact of power into this place, removing it from the multiverse for a time. The promise of powerful magic lures adventurers to brave the monstrous insects and hags of the swamp in search of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
opportunities for those brave enough to enter the mists. The Mourning and You In making an Eberron character, think about the impact the Mourning had on you. If you’re from Cyre, did you lose all your
way to lay these spirits to rest? Do they have unfinished business they want you to resolve? As a sorcerer, your magical powers could be the result of your exposure to the Mourning. Were you physically
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
opportunities for those brave enough to enter the mists. The Mourning and You In making an Eberron character, think about the impact the Mourning had on you. If you’re from Cyre, did you lose all your
way to lay these spirits to rest? Do they have unfinished business they want you to resolve? As a sorcerer, your magical powers could be the result of your exposure to the Mourning. Were you physically
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
opportunities for those brave enough to enter the mists. The Mourning and You In making an Eberron character, think about the impact the Mourning had on you. If you’re from Cyre, did you lose all your
way to lay these spirits to rest? Do they have unfinished business they want you to resolve? As a sorcerer, your magical powers could be the result of your exposure to the Mourning. Were you physically
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
respect, assuming only brave adventurers would venture into a dragon’s lair. Ralvald provides the same information as Heldalf (area D3), plus the following points: Aerstigga’s Plan. Ralvald considers his
opportunity in the characters’ arrival. The mephit shares the following information in conversation: Gelida’s Beginnings. Gelida has been here for years. She arrived with her conjurer, a halfling spellcaster
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
respect, assuming only brave adventurers would venture into a dragon’s lair. Ralvald provides the same information as Heldalf (area D3), plus the following points: Aerstigga’s Plan. Ralvald considers his
opportunity in the characters’ arrival. The mephit shares the following information in conversation: Gelida’s Beginnings. Gelida has been here for years. She arrived with her conjurer, a halfling spellcaster
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
respect, assuming only brave adventurers would venture into a dragon’s lair. Ralvald provides the same information as Heldalf (area D3), plus the following points: Aerstigga’s Plan. Ralvald considers his
opportunity in the characters’ arrival. The mephit shares the following information in conversation: Gelida’s Beginnings. Gelida has been here for years. She arrived with her conjurer, a halfling spellcaster
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
team is on offense. Resolve a tie with a Strength (Athletics) contest.
Step 2. To simulate the ball being passed around, every player makes a DC 15 Dexterity (Athletics) check. If the team on
. Secret Effect: You gain 10 temporary hit points when this charm vanishes from you.
2 Charm of the Conjurer. This charm allows you to cast the mage hand cantrip as an action at will. After 24 hours
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
team is on offense. Resolve a tie with a Strength (Athletics) contest.
Step 2. To simulate the ball being passed around, every player makes a DC 15 Dexterity (Athletics) check. If the team on
. Secret Effect: You gain 10 temporary hit points when this charm vanishes from you.
2 Charm of the Conjurer. This charm allows you to cast the mage hand cantrip as an action at will. After 24 hours
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
team is on offense. Resolve a tie with a Strength (Athletics) contest.
Step 2. To simulate the ball being passed around, every player makes a DC 15 Dexterity (Athletics) check. If the team on
. Secret Effect: You gain 10 temporary hit points when this charm vanishes from you.
2 Charm of the Conjurer. This charm allows you to cast the mage hand cantrip as an action at will. After 24 hours
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
losing to Karg. When the party arrives, he calls out, “I wanna play dese li’l guys! Hey, puny-bones! Wanna play?” If a character accepts the challenge, resolve the outcome of each game with an
knows that these weapons are important and somehow connected to places of elemental power called “nodes.” If he is set free, Darreth is brave enough to accompany the characters if they so wish, and also
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
losing to Karg. When the party arrives, he calls out, “I wanna play dese li’l guys! Hey, puny-bones! Wanna play?” If a character accepts the challenge, resolve the outcome of each game with an
knows that these weapons are important and somehow connected to places of elemental power called “nodes.” If he is set free, Darreth is brave enough to accompany the characters if they so wish, and also
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
losing to Karg. When the party arrives, he calls out, “I wanna play dese li’l guys! Hey, puny-bones! Wanna play?” If a character accepts the challenge, resolve the outcome of each game with an
knows that these weapons are important and somehow connected to places of elemental power called “nodes.” If he is set free, Darreth is brave enough to accompany the characters if they so wish, and also






