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Returning 35 results for 'burden blows diffusing convinced requires'.
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burden bless diffusing confined requires
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Galder’s Bubble Pipe Wondrous item, rare (requires attunement) This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Galder’s Bubble Pipe Wondrous item, rare (requires attunement) This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Galder’s Bubble Pipe Wondrous item, rare (requires attunement) This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
should strive to keep the character alive and use resources wisely. Run the character yourself. It’s an extra burden for you, but it can work. Decide the character isn’t there. Invent a good reason for
character fade into the background. This solution requires everyone to step out of the game world a bit and suspend disbelief, but might be the easiest solution. You act as if the character’s not there
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
should strive to keep the character alive and use resources wisely. Run the character yourself. It’s an extra burden for you, but it can work. Decide the character isn’t there. Invent a good reason for
character fade into the background. This solution requires everyone to step out of the game world a bit and suspend disbelief, but might be the easiest solution. You act as if the character’s not there
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
should strive to keep the character alive and use resources wisely. Run the character yourself. It’s an extra burden for you, but it can work. Decide the character isn’t there. Invent a good reason for
character fade into the background. This solution requires everyone to step out of the game world a bit and suspend disbelief, but might be the easiest solution. You act as if the character’s not there
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
argument that’s on the verge of coming to blows.
Beds. Four stone-framed beds line the south wall.
Secret Trapdoor. A secret trapdoor in the 30-foot-high ceiling leads to area 23. The trapdoor is a
3-foot-square stone slab that requires a successful DC 13 Strength (Athletics) check to lift.
If the characters get close to this area without alerting the githyanki, they hear the two arguing in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
argument that’s on the verge of coming to blows.
Beds. Four stone-framed beds line the south wall.
Secret Trapdoor. A secret trapdoor in the 30-foot-high ceiling leads to area 23. The trapdoor is a
3-foot-square stone slab that requires a successful DC 13 Strength (Athletics) check to lift.
If the characters get close to this area without alerting the githyanki, they hear the two arguing in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
argument that’s on the verge of coming to blows.
Beds. Four stone-framed beds line the south wall.
Secret Trapdoor. A secret trapdoor in the 30-foot-high ceiling leads to area 23. The trapdoor is a
3-foot-square stone slab that requires a successful DC 13 Strength (Athletics) check to lift.
If the characters get close to this area without alerting the githyanki, they hear the two arguing in
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
— to fight face-to-face against the demon hordes in the Blood War. But the burden is a heavy one, and if given the chance, Zariel could be convinced to set it aside, release Elturel, and return to the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
— to fight face-to-face against the demon hordes in the Blood War. But the burden is a heavy one, and if given the chance, Zariel could be convinced to set it aside, release Elturel, and return to the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
— to fight face-to-face against the demon hordes in the Blood War. But the burden is a heavy one, and if given the chance, Zariel could be convinced to set it aside, release Elturel, and return to the
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. When you spend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you
regain all your expended points. Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus. Flurry of Blows
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. When you spend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you
regain all your expended points. Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus. Flurry of Blows
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
: Flurry of Blows, Patient Defense, and Step of the Wind, each of which is detailed below. When you spend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you
regain all your expended points. Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus. Flurry of Blows
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
creatures, the changing weather, the shapes of buildings, other stuff.
3 In secret, you curse the burden your deity has placed on you.
4 You wonder often if you’re worthy of your deity’s gifts
.
5 You’re convinced your deity isn’t all-knowing, because they clearly have no idea what you really get up to.
6 Your deity gives you power and you give them glory — at any cost.
7
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
NPCs d6 NPC 1 A wizard agent of the Chamber seeks to eliminate all the people they worked with in the past to cover their tracks and preserve the Chamber’s secrecy. 2 The Prophecy requires the
of the Chamber, who provides useful leads to send the characters down paths vital to the Prophecy. 4 A dragon becomes convinced that the dragonmarked houses are corrupting the Prophecy. It might
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
creatures, the changing weather, the shapes of buildings, other stuff.
3 In secret, you curse the burden your deity has placed on you.
4 You wonder often if you’re worthy of your deity’s gifts
.
5 You’re convinced your deity isn’t all-knowing, because they clearly have no idea what you really get up to.
6 Your deity gives you power and you give them glory — at any cost.
7
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
creatures, the changing weather, the shapes of buildings, other stuff.
3 In secret, you curse the burden your deity has placed on you.
4 You wonder often if you’re worthy of your deity’s gifts
.
5 You’re convinced your deity isn’t all-knowing, because they clearly have no idea what you really get up to.
6 Your deity gives you power and you give them glory — at any cost.
7
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
NPCs d6 NPC 1 A wizard agent of the Chamber seeks to eliminate all the people they worked with in the past to cover their tracks and preserve the Chamber’s secrecy. 2 The Prophecy requires the
of the Chamber, who provides useful leads to send the characters down paths vital to the Prophecy. 4 A dragon becomes convinced that the dragonmarked houses are corrupting the Prophecy. It might
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
NPCs d6 NPC 1 A wizard agent of the Chamber seeks to eliminate all the people they worked with in the past to cover their tracks and preserve the Chamber’s secrecy. 2 The Prophecy requires the
of the Chamber, who provides useful leads to send the characters down paths vital to the Prophecy. 4 A dragon becomes convinced that the dragonmarked houses are corrupting the Prophecy. It might
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
69. Mechanus Chain Hot wind tinged with the smell of burning oil blows down a forty-foot-diameter vertical shaft. Stone balconies protrude from the walls on opposite sides of this expanse, with the
tomb’s traps and other mechanisms in working order. DC 25: Destroying a Mechanus chain requires the casting of three wish spells. The Shaft The shaft is 400 feet high in total and features deadly
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
northernmost door is scorched and cracked, its iron hinges partially melted; forcing it open requires a successful DC 15 Strength check. The western double doors are just as damaged but stand slightly ajar
this area, the spectator attacks. If the spectator is blinded somehow, it disappears back to its home plane, convinced that it can no longer perform the task for which it was summoned.
With a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
69. Mechanus Chain Hot wind tinged with the smell of burning oil blows down a forty-foot-diameter vertical shaft. Stone balconies protrude from the walls on opposite sides of this expanse, with the
tomb’s traps and other mechanisms in working order. DC 25: Destroying a Mechanus chain requires the casting of three wish spells. The Shaft The shaft is 400 feet high in total and features deadly
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
69. Mechanus Chain Hot wind tinged with the smell of burning oil blows down a forty-foot-diameter vertical shaft. Stone balconies protrude from the walls on opposite sides of this expanse, with the
tomb’s traps and other mechanisms in working order. DC 25: Destroying a Mechanus chain requires the casting of three wish spells. The Shaft The shaft is 400 feet high in total and features deadly
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Shield of the Hidden Lord Armor (shield), legendary (requires attunement) The Shield of the Hidden Lord is of celestial origin and serves as a prison for the pit fiend Gargauth, whose mortal
shield. The pit fiend believes (incorrectly) that it can break free of the shield if it’s brought to the Nine Hells, for it’s convinced that the shield’s powers are weaker there. Freeing Gargauth
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Shield of the Hidden Lord Armor (shield), legendary (requires attunement) The Shield of the Hidden Lord is of celestial origin and serves as a prison for the pit fiend Gargauth, whose mortal
shield. The pit fiend believes (incorrectly) that it can break free of the shield if it’s brought to the Nine Hells, for it’s convinced that the shield’s powers are weaker there. Freeing Gargauth
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Shield of the Hidden Lord Armor (shield), legendary (requires attunement) The Shield of the Hidden Lord is of celestial origin and serves as a prison for the pit fiend Gargauth, whose mortal
shield. The pit fiend believes (incorrectly) that it can break free of the shield if it’s brought to the Nine Hells, for it’s convinced that the shield’s powers are weaker there. Freeing Gargauth
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
northernmost door is scorched and cracked, its iron hinges partially melted; forcing it open requires a successful DC 15 Strength check. The western double doors are just as damaged but stand slightly ajar
this area, the spectator attacks. If the spectator is blinded somehow, it disappears back to its home plane, convinced that it can no longer perform the task for which it was summoned.
With a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
northernmost door is scorched and cracked, its iron hinges partially melted; forcing it open requires a successful DC 15 Strength check. The western double doors are just as damaged but stand slightly ajar
this area, the spectator attacks. If the spectator is blinded somehow, it disappears back to its home plane, convinced that it can no longer perform the task for which it was summoned.
With a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Origins d6 Origin 1 You were exposed to the Far Realm’s warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it. 2 A psychic wind from the Astral
of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Origins d6 Origin 1 You were exposed to the Far Realm’s warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it. 2 A psychic wind from the Astral
of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Origins d6 Origin 1 You were exposed to the Far Realm’s warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it. 2 A psychic wind from the Astral
of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
portraits won’t use their magic on the characters if so convinced. L2. Administrative Office Lorehold administrative personnel use these offices to handle the various day-to-day tasks of keeping the campus
why they are in the Deans’ Wing after hours. If they aren’t convinced by the response, they try to grapple the intruders and eject them from the building. Research. The bookshelves here contain
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
portraits won’t use their magic on the characters if so convinced. L2. Administrative Office Lorehold administrative personnel use these offices to handle the various day-to-day tasks of keeping the campus
why they are in the Deans’ Wing after hours. If they aren’t convinced by the response, they try to grapple the intruders and eject them from the building. Research. The bookshelves here contain






