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Returning 35 results for 'burden button diffusing create regarded'.
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burned button diffusing create regards
burden button diffusing create regards
burned button diffusing create regarded
Monsters
Bigby Presents: Glory of the Giants
’t regain hit points.A gigant is a towering insectile creature variously regarded as a harbinger of doom, a defender of nature, and a divine messenger of mysterious purpose. Giants regard them as a
usually folded under its carapace, but the speedy flier can also beat its wings to create a horrible sound or to spread a toxic dust.Drone. The gigant produces a horrid droning sound by rapidly beating its
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
built enclaves in similarly dramatic locations protected by magic, such as atop waterfalls, in caverns, on isolated mountain peaks, or in calderas of volcanoes. Magic Dependence High Netherese regarded
those who didn’t use magic as undisciplined children in need of guidance, yet the mages were made helpless by their own surfeit of privilege. A typical High Netherese couldn’t sew a button, sharpen a
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
built enclaves in similarly dramatic locations protected by magic, such as atop waterfalls, in caverns, on isolated mountain peaks, or in calderas of volcanoes. Magic Dependence High Netherese regarded
those who didn’t use magic as undisciplined children in need of guidance, yet the mages were made helpless by their own surfeit of privilege. A typical High Netherese couldn’t sew a button, sharpen a
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
built enclaves in similarly dramatic locations protected by magic, such as atop waterfalls, in caverns, on isolated mountain peaks, or in calderas of volcanoes. Magic Dependence High Netherese regarded
those who didn’t use magic as undisciplined children in need of guidance, yet the mages were made helpless by their own surfeit of privilege. A typical High Netherese couldn’t sew a button, sharpen a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Immovable Rod Rod, Uncommon This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another
creature takes a Utilize action to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Immovable Rod Rod, Uncommon This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another
creature takes a Utilize action to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Immovable Rod Rod, Uncommon This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another
creature takes a Utilize action to push the button again, the rod doesn’t move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See “Equipment” for rules on many items that are
useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See chapter 6 for rules on many items that are useful
on adventures. The items in that chapter’s “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See “Equipment” for rules on many items that are
useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See chapter 6 for rules on many items that are useful
on adventures. The items in that chapter’s “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See “Equipment” for rules on many items that are
useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See chapter 6 for rules on many items that are useful
on adventures. The items in that chapter’s “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Thrulls When the Orzhov Syndicate rips a soul from its body to create a spirit, the cast-off remains go to the fleshmages, who use their necromantic magic to liquefy the corpse and transform it into
something useful. These creations become thrulls, obedient slaves that serve in a variety of menial roles: laborers, messengers, beasts of burden, and even fashion accessories for the elite. Whatever
Ranger
Legacy
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Classes
Basic Rules (2014)
in a fight against monstrous foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways. Creating a
Ranger As you create your ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Thrulls When the Orzhov Syndicate rips a soul from its body to create a spirit, the cast-off remains go to the fleshmages, who use their necromantic magic to liquefy the corpse and transform it into
something useful. These creations become thrulls, obedient slaves that serve in a variety of menial roles: laborers, messengers, beasts of burden, and even fashion accessories for the elite. Whatever
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Thrulls When the Orzhov Syndicate rips a soul from its body to create a spirit, the cast-off remains go to the fleshmages, who use their necromantic magic to liquefy the corpse and transform it into
something useful. These creations become thrulls, obedient slaves that serve in a variety of menial roles: laborers, messengers, beasts of burden, and even fashion accessories for the elite. Whatever
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
magic button to bring things back to the way they should be, this person you love so much restored to who they really are rather than what cancer is grinding them down into. It’s easy to give in to
among my colleagues tell me that an informed multiverse is a safer multiverse. After all, why should we unhappy few endure the burden of protecting the multiverse from itself?
I am also told that this
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Triboar Trail and the High Road. Two entrances into the building are apparent: a smaller one at the northern corner, and a larger one, suitable for beasts of burden and wagons, near the first.
Right now
that this mark was probably used as part of a ritual to create the creatures, and that it is similar to the symbol of the death god Myrkul. Inn Occupants. The people within the Wayside Inn have
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Triboar Trail and the High Road. Two entrances into the building are apparent: a smaller one at the northern corner, and a larger one, suitable for beasts of burden and wagons, near the first.
Right now
that this mark was probably used as part of a ritual to create the creatures, and that it is similar to the symbol of the death god Myrkul. Inn Occupants. The people within the Wayside Inn have
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Triboar Trail and the High Road. Two entrances into the building are apparent: a smaller one at the northern corner, and a larger one, suitable for beasts of burden and wagons, near the first.
Right now
that this mark was probably used as part of a ritual to create the creatures, and that it is similar to the symbol of the death god Myrkul. Inn Occupants. The people within the Wayside Inn have
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
magic button to bring things back to the way they should be, this person you love so much restored to who they really are rather than what cancer is grinding them down into. It’s easy to give in to
among my colleagues tell me that an informed multiverse is a safer multiverse. After all, why should we unhappy few endure the burden of protecting the multiverse from itself?
I am also told that this
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
magic button to bring things back to the way they should be, this person you love so much restored to who they really are rather than what cancer is grinding them down into. It’s easy to give in to
among my colleagues tell me that an informed multiverse is a safer multiverse. After all, why should we unhappy few endure the burden of protecting the multiverse from itself?
I am also told that this
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
down through families. They are reliable and predictable, and their powers are constructive. They create; they heal; they protect. But there is another kind of dragonmark: marks that are unpredictable
the powers of a sorcerer. So, what makes them significant? First of all, aberrant marks always have flaws. These may not actively hurt a character, but they are always a burden in some way — a burden
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
down through families. They are reliable and predictable, and their powers are constructive. They create; they heal; they protect. But there is another kind of dragonmark: marks that are unpredictable
the powers of a sorcerer. So, what makes them significant? First of all, aberrant marks always have flaws. These may not actively hurt a character, but they are always a burden in some way — a burden
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
down through families. They are reliable and predictable, and their powers are constructive. They create; they heal; they protect. But there is another kind of dragonmark: marks that are unpredictable
the powers of a sorcerer. So, what makes them significant? First of all, aberrant marks always have flaws. These may not actively hurt a character, but they are always a burden in some way — a burden
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. They also keep appropriately sized animals as pets and beasts of burden, and they often share their living space with smaller people. As you create an encounter, adventure, or campaign involving
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the options below: Bigby’s Burden. Drinking a pint of this beverage grants you the “enlarge” effect of an Enlarge/Reduce spell that has a duration of 24 hours (no saving throw allowed). Kiss of the
Bastion turn, you can switch to one of the other options. Your DM may create new options. A pint of this magical beverage loses its magic 24 hours after it’s poured. Enlarging the Facility. You can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the options below: Bigby’s Burden. Drinking a pint of this beverage grants you the “enlarge” effect of an Enlarge/Reduce spell that has a duration of 24 hours (no saving throw allowed). Kiss of the
Bastion turn, you can switch to one of the other options. Your DM may create new options. A pint of this magical beverage loses its magic 24 hours after it’s poured. Enlarging the Facility. You can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the options below: Bigby’s Burden. Drinking a pint of this beverage grants you the “enlarge” effect of an Enlarge/Reduce spell that has a duration of 24 hours (no saving throw allowed). Kiss of the
Bastion turn, you can switch to one of the other options. Your DM may create new options. A pint of this magical beverage loses its magic 24 hours after it’s poured. Enlarging the Facility. You can
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. They also keep appropriately sized animals as pets and beasts of burden, and they often share their living space with smaller people. As you create an encounter, adventure, or campaign involving
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. They also keep appropriately sized animals as pets and beasts of burden, and they often share their living space with smaller people. As you create an encounter, adventure, or campaign involving
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
dwarven pantheon. Abbathor is an advocate of change, not stability — an attitude normally regarded with suspicion by dwarves. But in this case, the god delivers his message inside the embrace of avarice
other party in the arrangement, the dwarves’ idea of “inferior” means that a product they consider substandard is still far superior to any such item that outsiders might create. The dwarves might laugh
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Gigant A gigant is a towering insectile creature variously regarded as a harbinger of doom, a defender of nature, and a divine messenger of mysterious purpose. Giants regard them as a plague, since
are usually folded under its carapace, but the speedy flier can also beat its wings to create a horrible sound or to spread a toxic dust. Gigant Gargantuan Monstrosity, Unaligned
Armor Class 17
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Gigant A gigant is a towering insectile creature variously regarded as a harbinger of doom, a defender of nature, and a divine messenger of mysterious purpose. Giants regard them as a plague, since
are usually folded under its carapace, but the speedy flier can also beat its wings to create a horrible sound or to spread a toxic dust. Gigant Gargantuan Monstrosity, Unaligned
Armor Class 17






