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Returning 35 results for 'burning build diffusing content resolve'.
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Troglodyte
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
in a frenzy.
Troglodytes make little and build less, scavenging their possessions from their prey. They understand the value of metal weapons and armor, and fight among one another for the right to
in the Abyss. Laogzed offers the troglodytes nothing in return except aspiration, for it is the dream of his troglodyte worshipers to become as well-fed and wearily content as he seems to be.
Monsters
Mordenkainen's Fiendish Folio Volume 1
threatened with direct violence, content to otherwise take joy in watching mundane or simple tasks become frustrating, painful experiences.
Fey Influence. When mites are about, creatures become
frustration and antipathy build. When adventurers enter the dungeon, the mites go to work to exploit the added chaos. They use their magic to drag visitors into their web of anger and frustration, luring explorers deeper into the site and into situations and locations that promise to yield up the most havoc.
Species
Mordenkainen Presents: Monsters of the Multiverse
a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed
by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your
Wizard
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
other wizard? Perhaps you’re simply eager to put your newfound magical skills to the test in the face of danger.
QUICK BUILD
You can make a wizard quickly by following these suggestions. First
background. Third, choose the mage hand, light, and ray of frost cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic
Compendium
- Sources->Dungeons & Dragons->Monster Manual
snake minions to burn all they encounter Salamanders are serpentine denizens of the Elemental Plane of Fire. They believe that flames expose the purest forms of all things and delight in burning and
typically content to dwell on the Elemental Plane of Fire, creating strange, temporary art amid the flames. Some travel to other planes of existence and worlds to experience the flames of other realms or create conflagrations of unprecedented scale.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
snake minions to burn all they encounter Salamanders are serpentine denizens of the Elemental Plane of Fire. They believe that flames expose the purest forms of all things and delight in burning and
typically content to dwell on the Elemental Plane of Fire, creating strange, temporary art amid the flames. Some travel to other planes of existence and worlds to experience the flames of other realms or create conflagrations of unprecedented scale.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
snake minions to burn all they encounter Salamanders are serpentine denizens of the Elemental Plane of Fire. They believe that flames expose the purest forms of all things and delight in burning and
typically content to dwell on the Elemental Plane of Fire, creating strange, temporary art amid the flames. Some travel to other planes of existence and worlds to experience the flames of other realms or create conflagrations of unprecedented scale.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
brow ridge. A sigil is engraved into the center of the forehead; this is unique to each warforged. Beyond these common elements of warforged design, the precise materials and build of a warforged vary
humanoids. A warforged can focus its mind on its body as it rests, adjusting its shape and form to assume one of a few defensive postures. A warforged who expects heavy combat might focus on durability, while during a time of peace they might be content to adopt a lighter, less aggressive form.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
brow ridge. A sigil is engraved into the center of the forehead; this is unique to each warforged. Beyond these common elements of warforged design, the precise materials and build of a warforged vary
humanoids. A warforged can focus its mind on its body as it rests, adjusting its shape and form to assume one of a few defensive postures. A warforged who expects heavy combat might focus on durability, while during a time of peace they might be content to adopt a lighter, less aggressive form.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
brow ridge. A sigil is engraved into the center of the forehead; this is unique to each warforged. Beyond these common elements of warforged design, the precise materials and build of a warforged vary
humanoids. A warforged can focus its mind on its body as it rests, adjusting its shape and form to assume one of a few defensive postures. A warforged who expects heavy combat might focus on durability, while during a time of peace they might be content to adopt a lighter, less aggressive form.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Vistani The Vistani (singular: Vistana) are wanderers, traveling about in horse-drawn, barrel-topped wagons, which they build themselves. Compared to Barovians, they are flamboyant, dressing in
are closely knit. They resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. The Vistani are quick to act when their lives or traditions are threatened and are merciless when they believe they must be.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Vistani The Vistani (singular: Vistana) are wanderers, traveling about in horse-drawn, barrel-topped wagons, which they build themselves. Compared to Barovians, they are flamboyant, dressing in
are closely knit. They resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. The Vistani are quick to act when their lives or traditions are threatened and are merciless when they believe they must be.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Vistani The Vistani (singular: Vistana) are wanderers, traveling about in horse-drawn, barrel-topped wagons, which they build themselves. Compared to Barovians, they are flamboyant, dressing in
are closely knit. They resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. The Vistani are quick to act when their lives or traditions are threatened and are merciless when they believe they must be.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Gnomengarde’s foremost inventors, they are trying to dream up an invention that will cure King Korboz’s madness. Fibblestib’s proposal is a “sanity ray.” Dabbledob thinks that’s dumb, and wants to build
on the pedestal is a spellbook that the rock gnomes of Gnomengarde share. Its cover describes its title as Magick of Gnomengarde (in Common and Gnomish), and it contains the wizard spells burning hands, detect magic, identify, mage armor, magic missile, shield, and sleep.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
throughout the Savage Frontier. Humans are famous for their adaptability. No other race lives in so many diverse lands or environments, from lush jungles to burning deserts, from the eternal cold of the
Great Glacier to the fertile shores along rivers and seas. Humans find ways to survive and to thrive almost anywhere. In locations where elves and dwarves have withdrawn, humans often move in and build
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
throughout the Savage Frontier. Humans are famous for their adaptability. No other race lives in so many diverse lands or environments, from lush jungles to burning deserts, from the eternal cold of the
Great Glacier to the fertile shores along rivers and seas. Humans find ways to survive and to thrive almost anywhere. In locations where elves and dwarves have withdrawn, humans often move in and build
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Gnomengarde’s foremost inventors, they are trying to dream up an invention that will cure King Korboz’s madness. Fibblestib’s proposal is a “sanity ray.” Dabbledob thinks that’s dumb, and wants to build
on the pedestal is a spellbook that the rock gnomes of Gnomengarde share. Its cover describes its title as Magick of Gnomengarde (in Common and Gnomish), and it contains the wizard spells burning hands, detect magic, identify, mage armor, magic missile, shield, and sleep.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Gnomengarde’s foremost inventors, they are trying to dream up an invention that will cure King Korboz’s madness. Fibblestib’s proposal is a “sanity ray.” Dabbledob thinks that’s dumb, and wants to build
on the pedestal is a spellbook that the rock gnomes of Gnomengarde share. Its cover describes its title as Magick of Gnomengarde (in Common and Gnomish), and it contains the wizard spells burning hands, detect magic, identify, mage armor, magic missile, shield, and sleep.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
throughout the Savage Frontier. Humans are famous for their adaptability. No other race lives in so many diverse lands or environments, from lush jungles to burning deserts, from the eternal cold of the
Great Glacier to the fertile shores along rivers and seas. Humans find ways to survive and to thrive almost anywhere. In locations where elves and dwarves have withdrawn, humans often move in and build
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in action.) In such situations, have the characters take turns, though it’s usually not necessary to roll Initiative as you would in a combat encounter. Resolve one character’s actions before moving
to the next. There’s no hard-and-fast rule about how long to spend on each character’s activity, but make sure no one is waiting for their turn for too long. You can build tension in an exploration
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in action.) In such situations, have the characters take turns, though it’s usually not necessary to roll Initiative as you would in a combat encounter. Resolve one character’s actions before moving
to the next. There’s no hard-and-fast rule about how long to spend on each character’s activity, but make sure no one is waiting for their turn for too long. You can build tension in an exploration
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in action.) In such situations, have the characters take turns, though it’s usually not necessary to roll Initiative as you would in a combat encounter. Resolve one character’s actions before moving
to the next. There’s no hard-and-fast rule about how long to spend on each character’s activity, but make sure no one is waiting for their turn for too long. You can build tension in an exploration
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. There are ways to resolve these problems, but the answers aren’t always simple or obvious. There can certainly be times when decisions are straightforward. If the Emerald Claw is about to detonate a
pieces of gold out of Khorvaire. There are spies who will do anything to protect their nations and petty criminals trying to build empires. There’s a place in Eberron for selfless heroes and truly vile
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. There are ways to resolve these problems, but the answers aren’t always simple or obvious. There can certainly be times when decisions are straightforward. If the Emerald Claw is about to detonate a
pieces of gold out of Khorvaire. There are spies who will do anything to protect their nations and petty criminals trying to build empires. There’s a place in Eberron for selfless heroes and truly vile
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. There are ways to resolve these problems, but the answers aren’t always simple or obvious. There can certainly be times when decisions are straightforward. If the Emerald Claw is about to detonate a
pieces of gold out of Khorvaire. There are spies who will do anything to protect their nations and petty criminals trying to build empires. There’s a place in Eberron for selfless heroes and truly vile
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Quick Build You can make a wizard quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. If you plan to join the
your spellbook: burning hands, charm person, feather fall, mage armor, magic missile, and sleep. The Wizard
— Spell Slots per Spell Level —
Level
Proficiency Bonus
Features
Cantrips Known
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Quick Build You can make a wizard quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. If you plan to join the
your spellbook: burning hands, charm person, feather fall, mage armor, magic missile, and sleep. The Wizard
— Spell Slots per Spell Level —
Level
Proficiency Bonus
Features
Cantrips Known
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
of Leilon were content to leave his tower and the monsters within alone. The Spellplague, a divine phenomenon that twisted Faerûn’s magic, corrupted the tower’s defenses. The creatures sealed within
attempt to build docks for barges, made to cross the marsh and meet merchant ships in the sea.
Outside of town, a settler camp nestles under the trees alongside the High Road. At the center of town, the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Quick Build You can make a wizard quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. If you plan to join the
your spellbook: burning hands, charm person, feather fall, mage armor, magic missile, and sleep. The Wizard
— Spell Slots per Spell Level —
Level
Proficiency Bonus
Features
Cantrips Known
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
four articulated metal legs.
Zox Clammersham is using the scaladar under his control to build the Simulacrux and to defend it, should it come under attack. The Simulacrux is designed to replicate
, and immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t made of adamantine. Destroying the arch all but dooms the project, since Zox lacks the resolve to start
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
of Leilon were content to leave his tower and the monsters within alone. The Spellplague, a divine phenomenon that twisted Faerûn’s magic, corrupted the tower’s defenses. The creatures sealed within
attempt to build docks for barges, made to cross the marsh and meet merchant ships in the sea.
Outside of town, a settler camp nestles under the trees alongside the High Road. At the center of town, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
cameo to this halfling? This halfling could be tied to a bigger plot or have information that could help the characters resolve some conflict. Suddenly, a minor trinket foreshadows bigger events to come
whatever your players throw at you, and you can even borrow pieces of various ideas to incorporate into future adventures. Not every adventure needs to build on earlier plots; a good stand-alone
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
of Leilon were content to leave his tower and the monsters within alone. The Spellplague, a divine phenomenon that twisted Faerûn’s magic, corrupted the tower’s defenses. The creatures sealed within
attempt to build docks for barges, made to cross the marsh and meet merchant ships in the sea.
Outside of town, a settler camp nestles under the trees alongside the High Road. At the center of town, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
four articulated metal legs.
Zox Clammersham is using the scaladar under his control to build the Simulacrux and to defend it, should it come under attack. The Simulacrux is designed to replicate
, and immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t made of adamantine. Destroying the arch all but dooms the project, since Zox lacks the resolve to start
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
four articulated metal legs.
Zox Clammersham is using the scaladar under his control to build the Simulacrux and to defend it, should it come under attack. The Simulacrux is designed to replicate
, and immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t made of adamantine. Destroying the arch all but dooms the project, since Zox lacks the resolve to start






