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Returning 35 results for 'build both diffusing course road'.
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Spells
Player’s Handbook
You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound
achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, “Walk to the village down that road, and help the villagers
Species
Eberron: Forge of the Artificer
Over the course of centuries, those descended from both humans and elves have developed their own communities and traditions in Khorvaire. The rise of House Lyrandar and House Medani has strengthened
philosophy often become bards, diplomats, mediators, or translators. Others, fascinated by their distant connection to the Fey, seek to build bridges between the Material Plane and the Feywild of
Halfling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home
might be a wagon jostling along a dirt road or a raft floating downriver.
Small and Practical
The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring
Species
Fizban's Treasury of Dragons
, and topaz—gleam in these dragonborn’s scaled skin and course through their veins. Theirs are the wonders of the mind, the force of will, the brilliant light of insight, and the resounding
determine the scores, such as rolling or point buy.
The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. The rumor is true, of course, but it can’t be confirmed 100 percent. By asking around, characters learn that the road to the north, called the High Road, used to connect Waterdeep to the city of
they are. The Mere of Dead Men is wild and dangerous. Lord Neverember’s agents in this endeavor are perpetually looking for laborers to build the road and fighters to protect the laborers. Turnover in those jobs is pretty high.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. The rumor is true, of course, but it can’t be confirmed 100 percent. By asking around, characters learn that the road to the north, called the High Road, used to connect Waterdeep to the city of
they are. The Mere of Dead Men is wild and dangerous. Lord Neverember’s agents in this endeavor are perpetually looking for laborers to build the road and fighters to protect the laborers. Turnover in those jobs is pretty high.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
north. The rumor is true, of course, but it can’t be confirmed 100 percent. By asking around, characters learn that the road to the north, called the High Road, used to connect Waterdeep to the city
, you bet they are. The Mere of Dead Men is wild and dangerous. Lord Neverember’s agents in this endeavor are perpetually looking for laborers to build the road and fighters to protect the laborers. Turnover in those jobs is pretty high.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
north. The rumor is true, of course, but it can’t be confirmed 100 percent. By asking around, characters learn that the road to the north, called the High Road, used to connect Waterdeep to the city
, you bet they are. The Mere of Dead Men is wild and dangerous. Lord Neverember’s agents in this endeavor are perpetually looking for laborers to build the road and fighters to protect the laborers. Turnover in those jobs is pretty high.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. The rumor is true, of course, but it can’t be confirmed 100 percent. By asking around, characters learn that the road to the north, called the High Road, used to connect Waterdeep to the city of
they are. The Mere of Dead Men is wild and dangerous. Lord Neverember’s agents in this endeavor are perpetually looking for laborers to build the road and fighters to protect the laborers. Turnover in those jobs is pretty high.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
north. The rumor is true, of course, but it can’t be confirmed 100 percent. By asking around, characters learn that the road to the north, called the High Road, used to connect Waterdeep to the city
, you bet they are. The Mere of Dead Men is wild and dangerous. Lord Neverember’s agents in this endeavor are perpetually looking for laborers to build the road and fighters to protect the laborers. Turnover in those jobs is pretty high.
Monsters
Fizban's Treasury of Dragons
a bridge on a major trade road, terrifying travelers.
3
After an unwise attack from a whaling ship, a dragon turtle pursued the ship back to harbor and now attacks any ship that tries to leave
water within 6 miles of the dragon turtle’s lair to 100 degrees Fahrenheit.
If the dragon turtle dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Uthgardt roam these lands, and the more aggressive tribes can be very dangerous. Bandits sometimes gather in the lonelier parts of the vale to waylay caravans traveling the Long Road or the Kheldell Path
, eager to build a place where they could openly practice their vile rites. Others were brutal thugs, power-hungry dabblers in forbidden magic, or fanatics lured by the call of evil. At first the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, the horses draw it down the road to area J. The horses can’t be discouraged from their course, not even by a skilled teamster. Characters who don’t want to travel east in the carriage can follow the
I. Black Carriage Even here, in the mountains, the forest and the fog are inescapable. Ahead, the dirt road splits in two, widening toward the east. There you see patches of cobblestone, suggesting
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, the horses draw it down the road to area J. The horses can’t be discouraged from their course, not even by a skilled teamster. Characters who don’t want to travel east in the carriage can follow the
I. Black Carriage Even here, in the mountains, the forest and the fog are inescapable. Ahead, the dirt road splits in two, widening toward the east. There you see patches of cobblestone, suggesting
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Uthgardt roam these lands, and the more aggressive tribes can be very dangerous. Bandits sometimes gather in the lonelier parts of the vale to waylay caravans traveling the Long Road or the Kheldell Path
, eager to build a place where they could openly practice their vile rites. Others were brutal thugs, power-hungry dabblers in forbidden magic, or fanatics lured by the call of evil. At first the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, the horses draw it down the road to area J. The horses can’t be discouraged from their course, not even by a skilled teamster. Characters who don’t want to travel east in the carriage can follow the
I. Black Carriage Even here, in the mountains, the forest and the fog are inescapable. Ahead, the dirt road splits in two, widening toward the east. There you see patches of cobblestone, suggesting
Backgrounds
Guildmasters’ Guide to Ravnica
it was sabotage that destroyed my first laboratory and killed many of my friends, and I seek revenge against whoever did it.
4
I have the schematics for an invention that I hope to build one day
communication with an instructor who set me on the course of my life and research.
6
I had a romance with a chemister working in the Blistercoils.
7
As an attendant, I had a fierce rivalry
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Uthgardt roam these lands, and the more aggressive tribes can be very dangerous. Bandits sometimes gather in the lonelier parts of the vale to waylay caravans traveling the Long Road or the Kheldell Path
, eager to build a place where they could openly practice their vile rites. Others were brutal thugs, power-hungry dabblers in forbidden magic, or fanatics lured by the call of evil. At first the
Hobgoblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
to keep the knowledge fresh for new generations. When hobgoblins aren’t waging war, they farm, they build, and they practice both martial and arcane arts.
These trappings of civil society do
Maglubiyet, the greater god allows them to retain a measure of their influence over the hobgoblins because their philosophies are in line with his own.
Hobgoblins don’t build temples to their gods, lest
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of the town. Darathra is a key contact for characters affiliated with the Harpers. The Zhentarim has spies in the town as well, and its agents might contact the characters in the course of “The Long Road” side trek in chapter 6.
Triboar The town of Triboar stands where the Long Road meets the Evermoor Way, a well-used caravan road that runs east to the city of Yartar. Triboar is the chief rival to Yartar, and the two
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of the town. Darathra is a key contact for characters affiliated with the Harpers. The Zhentarim has spies in the town as well, and its agents might contact the characters in the course of “The Long Road” side trek in chapter 6.
Triboar The town of Triboar stands where the Long Road meets the Evermoor Way, a well-used caravan road that runs east to the city of Yartar. Triboar is the chief rival to Yartar, and the two
Monsters
Fizban's Treasury of Dragons
sun and have no desire to get wet, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect
sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can best accomplish this
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
next part of the story: Build a home. With the characters (hopefully) proving themselves to be the heroes that Leilon needs, the town council might offer one or more of them a parcel of land. They can
spend money and resources, as well as time, building their home. Of course, such a place would also need to serve a purpose to the town, like having an extra root cellar to store food, or a secret
Monsters
Fizban's Treasury of Dragons
above to build their lairs. Then, like gem cutters seeking the perfect diamond, they spend much of their lives refining, polishing, and enhancing the beauty of their lairs.
Crystal dragons&rsquo
the lair returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The increased Hit Die recovery ends immediately. The existing abundance of
Monsters
Fizban's Treasury of Dragons
seek out frigid, picturesque locations with clear views of the sky above to build their lairs. Then, like gem cutters seeking the perfect diamond, they spend much of their lives refining, polishing
made with advantage.
If the dragon dies, the animal population near the lair returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Recurring NPCs NPCs who keep showing up over the course of a campaign build the sense that the world of the game is a living, breathing place. Whether these NPCs are allies, patrons, friends, or
the course of a campaign. For example, characters on their very first adventure might face a villain who uses the stat block of a Mage Apprentice, only to have that villain escape and return many
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of the town. Darathra is a key contact for characters affiliated with the Harpers. The Zhentarim has spies in the town as well, and its agents might contact the characters in the course of “The Long Road” side trek in chapter 6.
Triboar The town of Triboar stands where the Long Road meets the Evermoor Way, a well-used caravan road that runs east to the city of Yartar. Triboar is the chief rival to Yartar, and the two
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Recurring NPCs NPCs who keep showing up over the course of a campaign build the sense that the world of the game is a living, breathing place. Whether these NPCs are allies, patrons, friends, or
the course of a campaign. For example, characters on their very first adventure might face a villain who uses the stat block of a Mage Apprentice, only to have that villain escape and return many
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
next part of the story: Build a home. With the characters (hopefully) proving themselves to be the heroes that Leilon needs, the town council might offer one or more of them a parcel of land. They can
spend money and resources, as well as time, building their home. Of course, such a place would also need to serve a purpose to the town, like having an extra root cellar to store food, or a secret
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
next part of the story: Build a home. With the characters (hopefully) proving themselves to be the heroes that Leilon needs, the town council might offer one or more of them a parcel of land. They can
spend money and resources, as well as time, building their home. Of course, such a place would also need to serve a purpose to the town, like having an extra root cellar to store food, or a secret
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Recurring NPCs NPCs who keep showing up over the course of a campaign build the sense that the world of the game is a living, breathing place. Whether these NPCs are allies, patrons, friends, or
the course of a campaign. For example, characters on their very first adventure might face a villain who uses the stat block of a Mage Apprentice, only to have that villain escape and return many
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
, but the most likely course looks like this: Stage 1. The characters go from Arborean Springs along the road (area V1) to Godshead Crossing (area V2). The good road allows them to choose any travel
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
, but the most likely course looks like this: Stage 1. The characters go from Arborean Springs along the road (area V1) to Godshead Crossing (area V2). The good road allows them to choose any travel
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
, but the most likely course looks like this: Stage 1. The characters go from Arborean Springs along the road (area V1) to Godshead Crossing (area V2). The good road allows them to choose any travel
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
toward it, believing the Lost Caverns must be located near a mountain named for the Witch Queen, but a clue on Bannik’s scroll warns them off this course (see the “Iggwilv’s Verse” section). Map 6.1
depicts the Yatil Mountains. Obstacles along the mountain’s main roads are rare, but once off the roads it’s a different story. Any hex on the map that doesn’t contain a road is difficult terrain for overland travel. Marc Moureau Map 6.1: Yatil Mountains View Player Version






