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                        Returning 35 results for 'can weaving relations'.
                    
                
                        
                            
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                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Devil’s Sight. Magical darkness doesn’t impede the professor’s darkvision.Multiattack. The professor makes two Ink Lance attacks. The professor can replace one of the attacks with a
                                                
                                            
                                                
                                                     wit and debilitating inky shadow. Whether weaving their magic through spoken incantations and scathing insults or through shadows, these teachers break down the resolve of their foes.
The professors
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     Dreaming Dark. Such Inspired have to willingly accept quori possession, but the Dreaming Dark has long experience in weaving dreams that can convince mortals to surrender their bodies.
VARIANT: QUORI
                                                
                                            
                                                
                                                    Dual Mind. The Inspired has advantage on Wisdom saving throws.
All Around Vision. The Inspired can’t be surprised.
Arcane Eye (3/Day). The Inspired can cast the arcane eye spell, requiring no
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     merchants might all be secret servants of the Dreaming Dark. Such Inspired have to willingly accept quori possession, but the Dreaming Dark has long experience in weaving dreams that can convince mortals to
                                                
                                            
                                                
                                                    Dual Mind. The Inspired has advantage on Wisdom saving throws.
Innate Spellcasting (Psionics). The Inspired’s spellcasting ability is Intelligence (spell save DC 13). It can innately cast the
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 2: Dragonlance Creatures
                                                    
                                                
                                            
                                                     veil keepers protect their companions by weaving magical mirages that disorient foes. Rumors say that the most skilled irda veil keepers can keep entire enclaves hidden, guarding a community’s
                                                
                                            
                                                
                                                    /day each: invisibility, major image, phantasmal force
1/day: hallucinatory terrain (as an action)Obscuring Mist. If a creature that the veil keeper can see within 30 feet of itself is targeted by an
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     Dreaming Dark has long experience in weaving dreams that can convince mortals to surrender their bodies.
VARIANT: QUORI VESSEL
The Inspired are vessels for quori spirits, allowing the quori to
                                                
                                            
                                                
                                                    Dual Mind. The Inspired has advantage on Wisdom saving throws.
Suggestion (3/Day). The Inspired can cast the suggestion spell (spell save DC 13), requiring no material components.
Innate Spellcasting
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     has long experience in weaving dreams that can convince mortals to surrender their bodies.
VARIANT: QUORI VESSEL
The Inspired are vessels for quori spirits, allowing the quori to manifest a portion
                                                
                                            
                                                
                                                    Dual Mind. The Inspired has advantage on Wisdom saving throws.
Fear (1/Day). The Inspired can cast the fear spell (spell save DC 13), requiring no material components.
Innate Spellcasting (Psionics
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Legendary Resistance (5/Day). If Vecna fails a saving throw, he can choose to succeed instead.
Special Equipment. Vecna carries a magic dagger named Afterthought. In the hands of anyone other than
                                                
                                            
                                                
                                                    , the afflicted target can’t regain hit points.
Flight of the Damned (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Flight of the Damned"}. Vecna conjures a torrent of
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the
                                                
                                            
                                                
                                                     Feature"} or chosen by the DM:
1–3: Amphibious. The mongrelfolk can breathe air and water.4–9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet.10: Flight. The mongrelfolk
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Innate Spellcasting. Hythonia’s spellcasting ability is Charisma (spell save DC 18). She can innately cast animate objects once per day requiring no material components.
Legendary Resistance
                                                
                                            
                                                
                                                     (3/Day). If Hythonia fails a saving throw, she can choose to succeed instead.
Petrifying Gaze. When a creature that can see Hythonia’s eyes starts its turn within 30 feet of her, Hythonia can
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If Illmarrow fails a saving throw, she can choose to succeed instead.
Magic Resistance. Illmarrow has advantage on saving throws against spells and other magical
                                                
                                            
                                                
                                                     target can’t regain hit points until the start of Illmarrow’s next turn. If the target is undead, it also has disadvantage on attack rolls against Illmarrow until the end of her next turn
                                                
                                            
                                        
                                                    Sailor
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Backgrounds
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                     relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon
                                                
                                            
                                                
                                                    ’s Passage
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                    General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)
You have become adept enough with weaving blood magic to mitigate some of the harm of Sangromancy. You gain the following
                                                
                                            
                                                
                                                     benefits.
 Blood Magic. Choose a Sangromancy spell from any spell list of a level for which you have spell slots. You always have that spell prepared. You can cast it once without a spell slot, and you
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                    Your unique method of weaving song into magic allows you to enhance your spells through your magical vocals. When you cast a spell that forces a target to make a saving throw or requires you to make
                                                
                                            
                                                
                                                     a spell attack roll, you can choose to enhance the spell through song. You can wait until after you roll the d20 before deciding to use this, but must decide before the GM says whether the roll
                                                
                                            
                                        
                                                     Backgrounds
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route
                                                
                                            
                                                
                                                    , and a pouch containing 10 gp
Feature: Ship’s Passage
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship
                                                
                                            
                                        
                                                     Species
                                                    Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     his flail flashed in the firelight. The chain wrapped around Caerys’ blade but she twisted away. The flail flew into the darkness. She spun forward, her double blade weaving a circle of fire as
                                                
                                            
                                                
                                                     you an exile, banished from your homeland for some crime against the Undying Court?
As one of the Aereni, think about your history. What is your family known for, and how can you prove yourself to be a
                                                
                                            
                                        
                                                     Species
                                                    Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     his flail flashed in the firelight. The chain wrapped around Caerys’ blade but she twisted away. The flail flew into the darkness. She spun forward, her double blade weaving a circle of fire as
                                                
                                            
                                                
                                                     you an exile, banished from your homeland for some crime against the Undying Court?
As one of the Aereni, think about your history. What is your family known for, and how can you prove yourself to be a
                                                
                                            
                                        
                                                    Hobgoblin
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    ; is often extended to other races the hobgoblins have dealings with, much to the outsiders’ surprise. When such respect isn’t reciprocated, though, relations can swiftly deteriorate.
Reward
                                                
                                            
                                                
                                                     death becomes a hero eternal.
Young hobgoblins start soldiering when they can walk and heed the mustering call as soon as they can wield their weapons capably. Every legion in the hobgoblins&rsquo
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     repeat. You can also alter the encounter deck as characters explore an area, adding cards to the deck to reflect changing circumstances and weaving the encounters into a narrative. The following system is derived from Miniatures Handbook (2003).
                                                
                                            
                                                
                                                    Encounter Deck Using cards to generate random encounters is a dynamic alternative to rolling on encounter tables. You can customize an encounter deck and remove cards as you draw them so they don’t
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     you might or might not choose to share.
Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that some things its people take for
                                                
                                            
                                                
                                                     have heard of the strange skyships the Halruaans sail, and a few know of the tales that even the least of their people can work magic.
Halruaans usually make their journeys into Faerûn for
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and maintains relatively good relations so that they can hire themselves out as warriors. Few city
                                                
                                            
                                                
                                                     exchange for gold. Some organizations, such as the Zhentarim, Flaming Fist, and the nation of Mintarn have hundreds or thousands of members and can provide private armies to those with enough funds. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Power of Secrets The characters can learn two secrets in this chapter applicable to the Power of Secrets rules found in this book’s introduction: Naxa’s Secret. The drow mage Naxa and her sister came
                                                
                                            
                                                
                                                     to retrieve a cloak. It isn’t simply a fancy magic item—it’s a key piece in an important ritual they’re planning. The characters can learn this secret later in the chapter in the vault of the Ruinous
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    . The denouement can also be an opportunity for the players to identify loose threads that haven’t been tied up—threads that can lead them into the next adventure. The “Episodes and Serials” section in chapter 5 offers suggestions for weaving these connecting threads.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Linked to Vecna Once the characters are metaphysically linked to Vecna and can spend powerful secrets, their connection to the lich-god might manifest in additional ways, at your discretion. For
                                                
                                            
                                                
                                                     instance, the characters might periodically see mental images of Vecna weaving his ritual in a mysterious, crystal-filled cave. Or the characters might dream about foreboding Vecnan images, including the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Sending Vecna Back The Chime of Exile is Alustriel’s property and ultimately can send Vecna back to Oerth, interrupting his ritual. The interruption would dissipate the secret-based magic Vecna is
                                                
                                            
                                                
                                                     weaving, significantly setting back his plot and leaving the lich-god in a weakened state. If the characters wish to take the chime with them, Alustriel assents. Chime of Exile Wondrous Item, Very Rare
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     phenomenally huge spinning wheel that turns endlessly and can never be reached. Locals gather in a few village-sized hubs, but most keep to themselves in private hermitages, observatories, or other
                                                
                                            
                                                
                                                     conditions and live peacefully. The region’s best known inhabitants are a trio of fantastically old, fate-weaving witches who go by many names—the Norns, the Graeae, and the Fates among others. These
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     resemble a gigantic skull wearing a crown. Weaving up the mountain’s southern slope are enormous stairs hewn from the ice. These steps, which extend from the base of the mountain to the base of the
                                                
                                            
                                                
                                                     rooftop (area G9) and takes to the sky to weave her nightly spell. She is gone for several hours, during which time the characters can explore Grimskalle without fear of running into her. Ice Steps
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     trust of Othokent 15 +15  If the characters can raise their score to 50 points with a sufficient number of successful checks, relations with the lizardfolk become amicable and an alliance can be
                                                
                                            
                                                
                                                     Charisma checks during this activity can add to the characters’ points and help sway the lizardfolk into an alliance with Saltmarsh. For the best possible outcome, the characters must win over most or all
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     their defenses and the security of their homes, no clan is immortal and no stronghold unassailable. Threats to a clan can come from the outside or the inside, and it’s often the latter variety that
                                                
                                            
                                                
                                                     over their home. Formidable though they may be, these are enemies that can be prepared for. More insidious are the forces that can tear apart a clan from within. Festering Rivalries It’s not unusual for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    . Weaving these themes together, or exploring either one in isolation, can give Eberron stories a unique feel. Adventures that take advantage of those themes help to reinforce a sense of place
                                                
                                            
                                                
                                                    . It goes on to describe adventures and encounters that can occur in transit — on airships, on lightning rails, and at resting spots along the way. Finally, this section discusses the role that creatures typically defined as “monsters” play in Khorvaire, and explores Eberron’s cosmology.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                    , or noteworthy other races’ accomplishments might be, there is an inherent superiority to all things elven. This attitude colors sun elves’ relations with other elves, whom they see as diluted or
                                                
                                            
                                                
                                                     attitude can overshadow the fact that most sun elves are also tirelessly compassionate and thoughtful champions of good. Sun elves have the racial traits of high elves in the Player’s Handbook. Sun
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. Malleable Illusions
                                                
                                            
                                                
                                                     Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     the culture, history, and geography of the nations, you can find additional resources in appendix A. As you go forward, here’s a few useful things to bear in mind. The Five Nations. Aundair, Breland
                                                
                                            
                                                
                                                     Principalities, the Mror Holds, Q’barra, the Talenta Plains, Thrane, Valenar, and Zilargo. These nations abide by a common set of laws and maintain diplomatic relations. The Demon Wastes and Shadow
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     maintains relatively good relations so that they can hire themselves out as warriors. Few city-states in the North are willing to field an army alongside the Chill, but several are happy to quietly pay
                                                
                                            
                                                
                                                     hundreds or thousands of members and can provide private armies to those with enough funds. A few organizations operating in the North are described below.
 The Chill. The cold and mysterious Lurkwood
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     and merchants might all be secret servants of the Dreaming Dark. Such Inspired have to willingly accept quori possession, but the Dreaming Dark has long experience in weaving dreams that can convince
                                                
                                            
                                                
                                                     are the mortal hosts of the nightmare spirits of Dal Quor, and they carry out the foul agenda of the Dreaming Dark. Any humanoid who can dream can volunteer to serve as a quori vessel. But the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     weaves his ritual. If you confront and weaken him, this Chime of Exile can banish him to Oerth. He would no longer be able to affect multiple realms at once. His plan to remake the multiverse would
                                                
                                            
                                                
                                                     fail.”
 Mordenkainen’s eyes gleam with excitement as he continues: “There is an artifact that is, I believe, the only way to weaken Vecna so the chime can be used against him. It’s called the Rod of
                                                
                                            
                                        





