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Returning 35 results for 'can wardens revelation'.
Monsters
Heroes of the Borderlands
Hold Breath. The lizardfolk can hold its breath for 15 minutes.Multiattack. The lizardfolk makes one Bite attack and one Bone Pike attack.
Bite. Melee Attack Roll: +4;{"diceNotation":"1d20+4
"} Poison damage.Lizardfolk wardens draw on primal magic to protect nature’s boundaries. These territorial guardians lurk in wetlands and jungles, surfacing from murky pools to track down
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ft. or range 120 ft., one target. Hit: 20 (3d10 + 4);{"diceNotation":"3d10+4", "rollType":"damage", "rollAction":"Arcane Burst", "rollDamageType":"radiant"} radiant damage.
Overwhelming Revelation
(Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Overwhelming Revelation"}. The diviner magically creates a burst of illumination in a 10-foot-radius sphere centered on a point
Monsters
The Book of Many Things
veiled presence fails a saving throw, it can choose to succeed instead.Multiattack. The veiled presence makes two Blade of Judgment attacks and can use Revelation.
Blade of Judgment. Melee or Ranged
":"radiant"} radiant damage. If the target is a creature, it must succeed on a DC 22 Charisma saving throw, or on its next turn, it can either move or take an action, but not both.
Revelation. The veiled
Monsters
Quests from the Infinite Staircase
turns. The memory web can grapple only one creature at a time.A memory web is a living web that resembles an ordinary web spun by an ettercap, a giant spider, or another oversized arachnid. Memory
can continue to feed on a corpse’s memories for days after its death.
If a memory web is slain, any memories it consumed over the last day are discharged from its body in a telepathic deluge
Monsters
Planescape: Adventures in the Multiverse
Boundless Movement. The shator ignores difficult terrain, and magical effects can’t reduce its speed. It can spend 5 feet of movement to automatically remove the grappled condition from itself
.
Jailer (1/Day). The shator can cast the imprisonment spell, requiring no material components and using Intelligence as the spellcasting ability (chaining effect only; spell save DC 18
Species
Van Richten’s Guide to Ravenloft
sensations or visions of the past to come rushing back.
Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark
?
4
A memory brings with it the voice of someone once close to you. How do they advise you?
5
You recall enjoying something that you can’t stand doing now. What is it? Why don’t
Backgrounds
Ghosts of Saltmarsh
belonged to a fallen comrade, a folded flag emblazoned with the symbol of your ship or company, a set of traveler’s clothes, and a belt pouch containing 10 gp
FEATURE: STEADY
You can move twice
, you can automatically find a safe route to land a boat on shore, provided such a route exists.
HARDSHIP ENDURED
Hardship in your past has forged you into an unstoppable living weapon. This
Backgrounds
Sword Coast Adventurer's Guide
member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life
your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret
Backgrounds
Baldur’s Gate: Descent into Avernus
hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the
homeless and unfortunate. You know where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
distinct tribal variations.
Sky Wardens
Nowhere are the aarakocra more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and
away.
Once airborne, an aarakocra leaves the sky with reluctance. On their native plane, they can fly for days or months, landing only to lay their eggs and feed their young before launching themselves
classes
grasp, there is no room for dead weight. A single mistake can cost the lives of an entire party.
Trail Wardens are known for their harsh attitude toward others. Some Trail Wardens believe that they
Trail wardens are Rangers who have taken an oath. When they lead others into the wilderness, they swear to bring them back safe and sound, but they aren’t mere bodyguards or tour guides. Trail
classes
grasp, there is no room for dead weight. A single mistake can cost the lives of an entire party.
Trail Wardens are known for their harsh attitude toward others. Some Trail Wardens believe that they
Trail wardens are Rangers who have taken an oath. When they lead others into the wilderness, they swear to bring them back safe and sound, but they aren’t mere bodyguards or tour guides. Trail
Sea Hag
Legacy
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Monsters
Basic Rules (2014)
surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes
Amphibious. The hag can breathe air and water.
Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw
Sea Hag (Coven Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes
Amphibious. The hag can breathe air and water.
Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw
backgrounds
Warden
Rest wardens tend to be either a dour and somber lot or—in contrast to their trade—are filled with the vibrance and joy of life. Those who understand the thin thread between life
and death or who possess the strength to dig graves beneath moonlit skies and tend the bone orchards where the dead sleep are called to serve as rest wardens.
Suggested Story Threads. The Rest Warden
Hermit
Legacy
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Backgrounds
Player’s Handbook (2014)
changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your
significance.
Feature: Discovery
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
ritual so the characters can seize the rod piece. She encourages the characters to find and rescue Valendar, the wardens’ imprisoned leader, who might know how to stop Teremini’s ritual.
The Blue Fire Wardens Once the wardens are safe, a human werewolf named Argentia Skywright (use the werewolf stat block, except her alignment is neutral good) thanks the characters on behalf of her
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
his minions. By infiltrating a heavily fortified keep, rescuing the Blue Fire Wardens’ leader, and unraveling the schemes of the evil mage Teremini Nightsedge, the characters can claim the fifth rod piece.
piece of the Rod of Seven Parts, the characters must travel to the world of Krynn where the Blue Fire Wardens, a coalition of benevolent lycanthropes, have clashed with the death knight Lord Soth and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
ritual so the characters can seize the rod piece. She encourages the characters to find and rescue Valendar, the wardens’ imprisoned leader, who might know how to stop Teremini’s ritual.
The Blue Fire Wardens Once the wardens are safe, a human werewolf named Argentia Skywright (use the werewolf stat block, except her alignment is neutral good) thanks the characters on behalf of her
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
next turn, he and the wardens push open the temple door so everyone can escape. Once outside, they skirt along the bluff, heading north. If one or more characters assist with the evacuation, they can keep an eye on the borthak and distract it if necessary while Riffel helps the wardens get to safety.
Distracting the Borthak If one or more characters attack the borthak, it stops attacking the temple long enough to defend itself. As an action, a character can use a ripe peylon fruit to distract the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
his minions. By infiltrating a heavily fortified keep, rescuing the Blue Fire Wardens’ leader, and unraveling the schemes of the evil mage Teremini Nightsedge, the characters can claim the fifth rod piece.
piece of the Rod of Seven Parts, the characters must travel to the world of Krynn where the Blue Fire Wardens, a coalition of benevolent lycanthropes, have clashed with the death knight Lord Soth and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
next turn, he and the wardens push open the temple door so everyone can escape. Once outside, they skirt along the bluff, heading north. If one or more characters assist with the evacuation, they can keep an eye on the borthak and distract it if necessary while Riffel helps the wardens get to safety.
Distracting the Borthak If one or more characters attack the borthak, it stops attacking the temple long enough to defend itself. As an action, a character can use a ripe peylon fruit to distract the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
to an underground temple. A crumbling stone door separates the monster from the temple’s interior.
The Blue Fire Wardens are trapped inside their own temple. If the characters don’t intervene, the
borthak (see appendix A) will soon break through the temple door. The borthak is too large to fit through the stone door and into the temple, though smaller creatures can slip through with some effort
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
to an underground temple. A crumbling stone door separates the monster from the temple’s interior.
The Blue Fire Wardens are trapped inside their own temple. If the characters don’t intervene, the
borthak (see appendix A) will soon break through the temple door. The borthak is too large to fit through the stone door and into the temple, though smaller creatures can slip through with some effort
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
is your spellcasting ability for it. Celestial Revelation. When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy
walking speed is 30 feet. Celestial Resistance. You have resistance to necrotic damage and radiant damage. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
is your spellcasting ability for it. Celestial Revelation. When you reach 3rd level, choose one of the revelation options below. Thereafter, you can use a bonus action to unleash the celestial energy
walking speed is 30 feet. Celestial Resistance. You have resistance to necrotic damage and radiant damage. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Important NPCs When the characters visit Blingdenstone, they can meet one or more of the following svirfneblin. Blingdenstone NPCs Dorbo Diggermattock Leader of the mining expeditions Senni
and ore specialist who receives and gives quests Chipgrin Goldwhisker Leader of the wererat colony Burrow Warden Jadger Undead leader of the burrow wardens The Pudding King Insane deep gnome enthralled by the demon lord Juiblex
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Lizardfolk Warden Reptilian Guardian of Nature Lizardfolk wardens draw on primal magic to protect nature’s boundaries. These territorial guardians lurk in wetlands and jungles, surfacing from murky
pools to track down trespassers and drive them out. Wardens wield weapons and shields fashioned from the husks of giant beetles, snapping turtles, and other mighty creatures. When these tools fail them
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Lizardfolk Warden Reptilian Guardian of Nature Lizardfolk wardens draw on primal magic to protect nature’s boundaries. These territorial guardians lurk in wetlands and jungles, surfacing from murky
pools to track down trespassers and drive them out. Wardens wield weapons and shields fashioned from the husks of giant beetles, snapping turtles, and other mighty creatures. When these tools fail them
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Important NPCs When the characters visit Blingdenstone, they can meet one or more of the following svirfneblin. Blingdenstone NPCs Dorbo Diggermattock Leader of the mining expeditions Senni
and ore specialist who receives and gives quests Chipgrin Goldwhisker Leader of the wererat colony Burrow Warden Jadger Undead leader of the burrow wardens The Pudding King Insane deep gnome enthralled by the demon lord Juiblex
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Power of Secrets The characters can learn two secrets in this chapter that are applicable to the rules in “The Power of Secrets” section in this book’s introduction: Gazaia’s Secret. The dryad Gazaia
) described in the “Peylon Tree Locations” section later in this chapter. Valendar’s Secret. The werewolf Valendar led an assault against his enemies without properly planning the mission. Valendar is the leader of the Blue Fire Wardens and is held captive in area V7 of the Three Moons Vault.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
living tomb where the dead are interred, cremated, or raised to serve the Heralds of Dust. Surely, someone in the City of Doors can help the characters learn about their pasts, but the characters must first escape their gloomy prison before its wardens lay them to rest.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Because the Silver Flame is Thrane’s state religion, characters of any class from that nation might work toward the Silver Flame’s ends. The Emerald Enclave The Wardens of the Word or the Gatekeepers
The Wardens of the Wood are this faction’s logical equivalent in Eberron if you’re setting Princes of the Apocalypse anywhere near the Eldeen Reaches. Otherwise, the Gatekeepers are a good choice. The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Because the Silver Flame is Thrane’s state religion, characters of any class from that nation might work toward the Silver Flame’s ends. The Emerald Enclave The Wardens of the Word or the Gatekeepers
The Wardens of the Wood are this faction’s logical equivalent in Eberron if you’re setting Princes of the Apocalypse anywhere near the Eldeen Reaches. Otherwise, the Gatekeepers are a good choice. The
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Power of Secrets The characters can learn two secrets in this chapter that are applicable to the rules in “The Power of Secrets” section in this book’s introduction: Gazaia’s Secret. The dryad Gazaia
) described in the “Peylon Tree Locations” section later in this chapter. Valendar’s Secret. The werewolf Valendar led an assault against his enemies without properly planning the mission. Valendar is the leader of the Blue Fire Wardens and is held captive in area V7 of the Three Moons Vault.