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Returning 31 results for 'broad both diffusing curses recovery'.
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Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Recovery and Downtime After their harrowing experiences in the Underdark, the characters might need time to recuperate, ridding themselves of madness and find the means to break curses and cure
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Recovery and Downtime After their harrowing experiences in the Underdark, the characters might need time to recuperate, ridding themselves of madness and find the means to break curses and cure
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Recovery and Downtime After their harrowing experiences in the Underdark, the characters might need time to recuperate, ridding themselves of madness and find the means to break curses and cure
Dwarf
Legacy
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races
Basic Rules (2014)
and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a
identities and affiliations, recognize related dwarves, and invoke their ancestors’ names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.
Dwarves in other lands are
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
spell on the cleric spell list, as well as any domain spell from their domains). They also have broad influence over aspects of the world associated with their portfolios, beyond what can be defined
by spell effects. For example, Purphoros can make a volcano erupt, and Thassa can call up a tidal wave. Gods can bestow supernatural blessings on mortals, and they can lay terrible curses (such as when
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
spell on the cleric spell list, as well as any domain spell from their domains). They also have broad influence over aspects of the world associated with their portfolios, beyond what can be defined
by spell effects. For example, Purphoros can make a volcano erupt, and Thassa can call up a tidal wave. Gods can bestow supernatural blessings on mortals, and they can lay terrible curses (such as when
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Any hook horrors there attack only if the intruders slay or drive off the gorgons. White Gate. A white gate is situated in the opening in the rock wall that leads to the Forest of Recovery. Forest of
Recovery Powerful conjuration magic suffuses the trees in this zone. When an intruder ends its turn in an area of trees, the creature must make a DC 15 Wisdom saving throw. On a failed save, any damage
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
spell on the cleric spell list, as well as any domain spell from their domains). They also have broad influence over aspects of the world associated with their portfolios, beyond what can be defined
by spell effects. For example, Purphoros can make a volcano erupt, and Thassa can call up a tidal wave. Gods can bestow supernatural blessings on mortals, and they can lay terrible curses (such as when
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Any hook horrors there attack only if the intruders slay or drive off the gorgons. White Gate. A white gate is situated in the opening in the rock wall that leads to the Forest of Recovery. Forest of
Recovery Powerful conjuration magic suffuses the trees in this zone. When an intruder ends its turn in an area of trees, the creature must make a DC 15 Wisdom saving throw. On a failed save, any damage
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Any hook horrors there attack only if the intruders slay or drive off the gorgons. White Gate. A white gate is situated in the opening in the rock wall that leads to the Forest of Recovery. Forest of
Recovery Powerful conjuration magic suffuses the trees in this zone. When an intruder ends its turn in an area of trees, the creature must make a DC 15 Wisdom saving throw. On a failed save, any damage
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
had horns crudely painted on them to make them look like minotaurs. The broad-mouthed amphora is large enough to hold roughly 55 gallons of wine. When Antigonos spies the characters, he hails them
it is empty) on random targets. If the party attacks him for attempting to harm a character, he curses them for trying to impede the will of the gods and retaliates. If the party doesn’t attack the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
had horns crudely painted on them to make them look like minotaurs. The broad-mouthed amphora is large enough to hold roughly 55 gallons of wine. When Antigonos spies the characters, he hails them
it is empty) on random targets. If the party attacks him for attempting to harm a character, he curses them for trying to impede the will of the gods and retaliates. If the party doesn’t attack the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
had horns crudely painted on them to make them look like minotaurs. The broad-mouthed amphora is large enough to hold roughly 55 gallons of wine. When Antigonos spies the characters, he hails them
it is empty) on random targets. If the party attacks him for attempting to harm a character, he curses them for trying to impede the will of the gods and retaliates. If the party doesn’t attack the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Island Theme Each island encountered has a theme chosen or rolled on the Island Theme table. This theme defines the island’s story in one broad stroke. Once you have a theme, consult its section
why it was cursed, or all trace of those who brought down the affliction might have been scoured away. Island Curses d6 Curse 1 When a creature dies on the island, its spirit rises as a specter
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Island Theme Each island encountered has a theme chosen or rolled on the Island Theme table. This theme defines the island’s story in one broad stroke. Once you have a theme, consult its section
why it was cursed, or all trace of those who brought down the affliction might have been scoured away. Island Curses d6 Curse 1 When a creature dies on the island, its spirit rises as a specter
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Island Theme Each island encountered has a theme chosen or rolled on the Island Theme table. This theme defines the island’s story in one broad stroke. Once you have a theme, consult its section
why it was cursed, or all trace of those who brought down the affliction might have been scoured away. Island Curses d6 Curse 1 When a creature dies on the island, its spirit rises as a specter
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Every story of the oceans courses through his mind, and he in each moment curses and blesses mortals for their endless follies, heroism, and hatreds.
When the sea reaches its limit at the shore, so
, or valuable treasures thrown overboard at the start of a voyage. Due to this ritual, Procan holds all treasures lost at sea as part of his domain. He curses those who plunder shipwrecks without the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Every story of the oceans courses through his mind, and he in each moment curses and blesses mortals for their endless follies, heroism, and hatreds.
When the sea reaches its limit at the shore, so
, or valuable treasures thrown overboard at the start of a voyage. Due to this ritual, Procan holds all treasures lost at sea as part of his domain. He curses those who plunder shipwrecks without the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Every story of the oceans courses through his mind, and he in each moment curses and blesses mortals for their endless follies, heroism, and hatreds.
When the sea reaches its limit at the shore, so
, or valuable treasures thrown overboard at the start of a voyage. Due to this ritual, Procan holds all treasures lost at sea as part of his domain. He curses those who plunder shipwrecks without the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Culling Pens. 69. Spawn Cavern Broad, circular pools are spread across this cavern, each filled with dark goo. The area smells of blood.
Creatures. One Red Wizard transmuter (see appendix B
. The exit to the south has a white gate that connects with the Forest of Recovery. 72. Ooze Duel This cavern bears minor signs of multiple combats.
Creatures. One Red Wizard transmuter (see appendix
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Culling Pens. 69. Spawn Cavern Broad, circular pools are spread across this cavern, each filled with dark goo. The area smells of blood.
Creatures. One Red Wizard transmuter (see appendix B
. The exit to the south has a white gate that connects with the Forest of Recovery. 72. Ooze Duel This cavern bears minor signs of multiple combats.
Creatures. One Red Wizard transmuter (see appendix
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Culling Pens. 69. Spawn Cavern Broad, circular pools are spread across this cavern, each filled with dark goo. The area smells of blood.
Creatures. One Red Wizard transmuter (see appendix B
. The exit to the south has a white gate that connects with the Forest of Recovery. 72. Ooze Duel This cavern bears minor signs of multiple combats.
Creatures. One Red Wizard transmuter (see appendix
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Ahead is a broad archway of dimly glowing green stone. Inside it is a field of dead gray mist.
Any creature that moves within 5 feet of the mist must succeed on a DC 20 Strength saving throw or be
character must then succeed on a DC 15 saving throw (the ability is tied to the skull’s number; see the table) or suffer the skull’s curse. The curses are cumulative, imposing a -1d4 penalty to checks
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
conjured. For example, find familiar gives the caster a list of animals to choose from. Other spells of this sort let the spellcaster choose from among several broad options. For example, conjure
an attack roll? The extra damage in the hex spell requires an attack that hits. Since resting identifies magic items, and the identify spell doesn’t spot curses, what is the role of the identify spell
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
a cleft in the rock toward a grand entrance. Shallow steps lead up through a steep fissure to the south and turn east into the mountainside. Here, a broad entranceway has been carved out of the stone
hexes and curses in Orc. The markings conceal another secret door, which requires a successful DC 12 Wisdom (Perception) check to find. Treasure. The mundane supplies have a total value of about 20 gp
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
conjured. For example, find familiar gives the caster a list of animals to choose from. Other spells of this sort let the spellcaster choose from among several broad options. For example, conjure
an attack roll? The extra damage in the hex spell requires an attack that hits. Since resting identifies magic items, and the identify spell doesn’t spot curses, what is the role of the identify spell
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
a cleft in the rock toward a grand entrance. Shallow steps lead up through a steep fissure to the south and turn east into the mountainside. Here, a broad entranceway has been carved out of the stone
hexes and curses in Orc. The markings conceal another secret door, which requires a successful DC 12 Wisdom (Perception) check to find. Treasure. The mundane supplies have a total value of about 20 gp
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Ahead is a broad archway of dimly glowing green stone. Inside it is a field of dead gray mist.
Any creature that moves within 5 feet of the mist must succeed on a DC 20 Strength saving throw or be
character must then succeed on a DC 15 saving throw (the ability is tied to the skull’s number; see the table) or suffer the skull’s curse. The curses are cumulative, imposing a -1d4 penalty to checks
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Ahead is a broad archway of dimly glowing green stone. Inside it is a field of dead gray mist.
Any creature that moves within 5 feet of the mist must succeed on a DC 20 Strength saving throw or be
character must then succeed on a DC 15 saving throw (the ability is tied to the skull’s number; see the table) or suffer the skull’s curse. The curses are cumulative, imposing a -1d4 penalty to checks
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
a cleft in the rock toward a grand entrance. Shallow steps lead up through a steep fissure to the south and turn east into the mountainside. Here, a broad entranceway has been carved out of the stone
hexes and curses in Orc. The markings conceal another secret door, which requires a successful DC 12 Wisdom (Perception) check to find. Treasure. The mundane supplies have a total value of about 20 gp
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
conjured. For example, find familiar gives the caster a list of animals to choose from. Other spells of this sort let the spellcaster choose from among several broad options. For example, conjure
an attack roll? The extra damage in the hex spell requires an attack that hits. Since resting identifies magic items, and the identify spell doesn’t spot curses, what is the role of the identify spell






