Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'calm whether receive'.
Other Suggestions:
cast whether receive
cast whether receives
call whether receives
cast whether reserve
clan whether receives
Classes
Player’s Handbook
forces of annihilation and corruption. Whether sworn before a god’s altar, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witnesses, a
;s armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.
Becoming a
Monsters
Fizban's Treasury of Dragons
: calm emotions, charm person, command, comprehend languagesDisarming Words (3/Day). When a creature the speaker can see within 60 feet of it makes a damage roll, the speaker can roll a d6
many minions, students, employees, acolytes, and thralls. Dragon followers are those servitors whose devotion to a dragon approaches fanatical reverence and who receive magical power from the dragon in
Monsters
Strixhaven: A Curriculum of Chaos
Enigmatic Mind. The archaic’s mind can’t be read, creatures can communicate telepathically with the archaic only if it allows, and magic can’t determine whether the archaic is lying
to warp the fabric of the world around them. Sages who seek out archaics for their knowledge receive confusing and often contradictory answers to questions. If a supplicant successfully unwinds the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spellcasters who call down fireballs and other destructive magic in the defense of the court they serve, whether that court is in the Feywild or the Material Plane. A hobgoblin devastator on the
of the magical arts, they learn the basics of weapon use, and they measure their deeds by the enemies defeated though their magic. They have the respect of other members of the host and receive
Spells
Xanathar's Guide to Everything
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a
use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide
Backgrounds
Guildmasters’ Guide to Ravnica
member you can receive free healing and care at a Selesnya enclave, though you must provide any material components needed for spells.
Selesnya Guild Spells
Prerequisite: Spellcasting or Pact Magic
messenger, calm emotions, warding bond
3rd
plant growth, speak with plants
4th
aura of life, conjure minor elementals
5th
awaken, commune with nature
Magic Items
Waterdeep: Dragon Heist
feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe
out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common. It has a calm, delicate voice. The weapon can sense the presence of non
Backgrounds
Sword Coast Adventurer's Guide
prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faerûn’s great metropolises, such as Waterdeep or Baldur’s Gate
your reputation for being dependable.
Criminal
d8
Personality Trait
1
I always have a plan for what to do when things go wrong.
2
I am always calm, no matter what the
Monsters
Fizban's Treasury of Dragons
components and using Charisma as the spellcasting ability (spell save DC 15):
1/day each: calm emotions, faerie fireAncient legends suggest that when the gods came to the First World and tried to
","rollAction":"Trait"}
Trait
1
I often lose track of whether I’m in the Feywild or on the Material Plane.
2
I have been known to throw caution to the wind when in pursuit of new items
Backgrounds
Guildmasters’ Guide to Ravnica
You’re a spy. Secrets and misinformation are your stock in trade. You skulk in the shadows, infiltrate other guilds, and steal the most precious secrets, whether they’re written in locked
met my guild contact, but I receive telepathic messages, usually in my dreams.
5
I’ve never met my guild contact, but I get coded messages from a pattern of street lights and graffiti
Monsters
Fizban's Treasury of Dragons
.
Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: faerie fire
2/day each: calm
Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I often lose track of whether I’m in the Feywild or on the Material Plane.
2
I have
Monsters
Fizban's Treasury of Dragons
.
Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: faerie fire
1/day each: calm emotions
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I often lose track of whether I’m in the Feywild or on the Material Plane.
2
I have been known to throw
races
starlight is solidified into glass. Grudgels are hard-working, peaceable among friends, and have a knack for keeping calm under pressure. But they’re more than capable of defending themselves
ancient legends of the orcs. But whether this extends from wanting to distance themselves from the violent past of their kin, or from some secret knowledge of why the orcs vanished from Etharis, only
Paladin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
darkness.
Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god’s altar and the witness of a priest, in a
of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Wave Echo Cave Once a thriving mine bustling with activity, Wave Echo Cave is now a dangerous place overrun with monsters. Whether the characters follow Gundren’s map or receive directions to Wave
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Wave Echo Cave Once a thriving mine bustling with activity, Wave Echo Cave is now a dangerous place overrun with monsters. Whether the characters follow Gundren’s map or receive directions to Wave
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
return to Sagorpur with Amanisha and the Riverine’s Shankha, they receive a hero’s welcome, along with the rewards Plabon and the other trial judges promised. Depending on Adirohit’s fate, only time will tell how the riverine could change the waters of the swamp forest or whether he is lost forever.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
object that can receive it, along with whether the resulting magic item requires attunement. Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level. Unless an infusion’s description says otherwise, you can’t learn an infusion more than once.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
object that can receive it, along with whether the resulting magic item requires attunement. Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level. Unless an infusion’s description says otherwise, you can’t learn an infusion more than once.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
return to Sagorpur with Amanisha and the Riverine’s Shankha, they receive a hero’s welcome, along with the rewards Plabon and the other trial judges promised. Depending on Adirohit’s fate, only time will tell how the riverine could change the waters of the swamp forest or whether he is lost forever.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Breath of the Multiverse Wisps of twinkling multiversal dust trail Nafas wherever he goes, evidence of the djinni’s deep connection to the planes that bore him. Calm, clement, and dressed in
circumstances of his creation. An unwritten law dictates that there must always be a noble genie to watch over the Infinite Staircase. As a result, Nafas can never leave it. Any attempt to forcibly remove him from the Infinite Staircase, whether by magical means or otherwise, fails.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Breath of the Multiverse Wisps of twinkling multiversal dust trail Nafas wherever he goes, evidence of the djinni’s deep connection to the planes that bore him. Calm, clement, and dressed in
circumstances of his creation. An unwritten law dictates that there must always be a noble genie to watch over the Infinite Staircase. As a result, Nafas can never leave it. Any attempt to forcibly remove him from the Infinite Staircase, whether by magical means or otherwise, fails.
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
serpent gods began to demand more and more sacrifices, the yuan-ti stepped up their raids on bordering settlements to meet this need.
Calm long-view schemers, innate deceivers, and immune to poison
others can be exploited through bribes, favors, or threats.
As creatures devoid of emotion, yuan-ti exhibit behavior and use tactics that exemplify that outlook (or lack of one). Whether in combat
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Urgent Summons Early in this part of the adventure, one or more characters receive messages from their factions, asking for help with other dangers in the area. This opportunity allows you to
find the characters at their campsite. Magic might be used, such as a sending spell. Whether the party chooses to respond or continue on their current course is up to the players.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
what others need weeks to complete. The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
what others need weeks to complete. The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
what others need weeks to complete. The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Urgent Summons Early in this part of the adventure, one or more characters receive messages from their factions, asking for help with other dangers in the area. This opportunity allows you to
find the characters at their campsite. Magic might be used, such as a sending spell. Whether the party chooses to respond or continue on their current course is up to the players.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
what others need weeks to complete. The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10
your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points. Healing can’t restore temporary hit points, and they can’t be added together. If you have
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Points can’t be added together. If you have Temporary Hit Points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12
receiving Temporary Hit Points doesn’t count as healing. Because Temporary Hit Points aren’t Hit Points, a creature can be at full Hit Points and receive Temporary Hit Points. If you have 0 Hit Points, receiving Temporary Hit Points doesn’t restore you to consciousness. Only true healing can save you.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10
your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points. Healing can't restore temporary hit points, and they can't be added together. If you have
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Points can’t be added together. If you have Temporary Hit Points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12
receiving Temporary Hit Points doesn’t count as healing. Because Temporary Hit Points aren’t Hit Points, a creature can be at full Hit Points and receive Temporary Hit Points. If you have 0 Hit Points, receiving Temporary Hit Points doesn’t restore you to consciousness. Only true healing can save you.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10
your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points. Healing can't restore temporary hit points, and they can't be added together. If you have
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Points can’t be added together. If you have Temporary Hit Points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12
receiving Temporary Hit Points doesn’t count as healing. Because Temporary Hit Points aren’t Hit Points, a creature can be at full Hit Points and receive Temporary Hit Points. If you have 0 Hit Points, receiving Temporary Hit Points doesn’t restore you to consciousness. Only true healing can save you.