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Returning 35 results for 'can with reluctant'.
Monsters
Icewind Dale: Rime of the Frostmaiden
feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler
. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall tunnel in its wake.
Unusual Nature. The tomb tapper doesn't require air or
Monsters
Curse of Strahd
Mimicry. The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chattering. A creature that hears the sounds can tell they are imitations with a
Only). The wereraven makes two weapon attacks, one of which can be with its hand crossbow.
Beak (Raven or Hybrid Form Only). Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
Monsters
Quests from the Infinite Staircase
Industrious. The leprechaun is proficient with all artisan’s tools and adds double its proficiency bonus to ability checks made with them.
Reluctant Refusal. When a creature offers the
damage the leprechaun, force the leprechaun to make a saving throw, or steal from the leprechaun.Multiattack. The leprechaun makes two Cobbler’s Hammer attacks and can use Spellcasting
Magic Items
Mythic Odysseys of Theros
Erebos wields Mastix, a whip capable of extending like an impossibly long shadow. In the hands of the god of the dead, the whip snares the reluctant dead and drags them into his realm. When Erebos
to half the amount of necrotic damage dealt.
Additionally, when you make an attack with the whip on your turn, you can increase the range of the attack to 300 feet. This property of the weapon can
Backgrounds
Guildmasters’ Guide to Ravnica
. You can choose your secondary guild or roll to determine it randomly. This secondary guild membership determines a portion of your starting equipment and is also where most of your contacts come from
have documentation, established acquaintances, and disguises that allow you to assume that persona and fit into the secondary guild.
Whenever you choose, you can drop this identity and blend into the
Monsters
Mordenkainen's Fiendish Folio Volume 1
Iron Scent. The khargra can scent the location of ferrous metal within 30 feet of it.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft
shield takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. The khargra can detach itself by spending 5 feet
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the townsfolk, they might decide to confront the Redbrands. When they do, run the “Redbrand Ruffians” encounter. Alternatively, if the characters are reluctant to seek out the ruffians, the Redbrands can come looking for them at a time of your choosing.
Redbrand Ruffians Appear You can decide when the characters run into the Redbrands, the criminal gang that runs Phandalin. After the characters have visited several locations in town and talked to
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the townsfolk, they might decide to confront the Redbrands. When they do, run the “Redbrand Ruffians” encounter. Alternatively, if the characters are reluctant to seek out the ruffians, the Redbrands can come looking for them at a time of your choosing.
Redbrand Ruffians Appear You can decide when the characters run into the Redbrands, the criminal gang that runs Phandalin. After the characters have visited several locations in town and talked to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Underdark Natives Knowing that many of their NPC companions have homes in the Underdark can be an important part of the decision-making process that guides the characters through the early chapters
of this adventure. The Underdark is a dangerous place, and characters might be reluctant to let their newfound friends fend for themselves. Helping some of them return home makes a good incentive to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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.
Adventuring Equipment As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn’t otherwise
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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.
Adventuring Equipment As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn’t otherwise
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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.
Adventuring Equipment As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn’t otherwise
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
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.
Adventuring Equipment As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn’t otherwise
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Underdark Natives Knowing that many of their NPC companions have homes in the Underdark can be an important part of the decision-making process that guides the characters through the early chapters
of this adventure. The Underdark is a dangerous place, and characters might be reluctant to let their newfound friends fend for themselves. Helping some of them return home makes a good incentive to
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
reluctant to talk. A successful DC 15 Wisdom (Insight) check reveals his nervous reticence. If the characters push him for information, he can be prompted to talk with a DC 15 Charisma (Intimidation
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
card from the deck. Rather than adding it to the communal hand, you keep that card secret until you play it on behalf of one of the characters’ opponents. You can play your inspiration cards soon
after drawing them or save them for use in major encounters. Note that saving your cards might make players more reluctant to use inspiration, worrying they need to conserve it for later encounters. Your
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
card from the deck. Rather than adding it to the communal hand, you keep that card secret until you play it on behalf of one of the characters’ opponents. You can play your inspiration cards soon
after drawing them or save them for use in major encounters. Note that saving your cards might make players more reluctant to use inspiration, worrying they need to conserve it for later encounters. Your
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
reluctant to talk. A successful DC 15 Wisdom (Insight) check reveals his nervous reticence. If the characters push him for information, he can be prompted to talk with a DC 15 Charisma (Intimidation
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
days on foot, during which time Grin says very little. Any character who succeeds on a DC 15 Wisdom (Insight) check can tell that the drow mage is troubled by something, although he refuses to share his
Demogorgon’s rampage through the city, he becomes even more reluctant to see Vizeran’s plan through (see “A Change of Heart” later in this chapter). If the characters prod Grin for information about
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Small Groups Most of the time, each player runs one character. The game plays best that way, without overwhelming anyone. But if your group is small, players can control more than one character. Or
you can fill out the group with NPC followers, using the guidelines in chapter 4, "Creating Nonplayer Characters." You can also make the characters more resilient by using the healing surge option in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Small Groups Most of the time, each player runs one character. The game plays best that way, without overwhelming anyone. But if your group is small, players can control more than one character. Or
you can fill out the group with NPC followers, using the guidelines in chapter 4, "Creating Nonplayer Characters." You can also make the characters more resilient by using the healing surge option in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
days on foot, during which time Grin says very little. Any character who succeeds on a DC 15 Wisdom (Insight) check can tell that the drow mage is troubled by something, although he refuses to share his
Demogorgon’s rampage through the city, he becomes even more reluctant to see Vizeran’s plan through (see “A Change of Heart” later in this chapter). If the characters prod Grin for information about
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Darklake is an excellent way to throw off their drow pursuers (see chapter 2 for details). Staying a short while in Sloobludop can provide a respite from pursuit, since the drow are reluctant to provoke
Slouching Toward Sloobludop The characters can choose to go to Sloobludop for several reasons: They need a boat (and possibly a guide) to navigate the Darklake. Travel along the waterways of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Darklake is an excellent way to throw off their drow pursuers (see chapter 2 for details). Staying a short while in Sloobludop can provide a respite from pursuit, since the drow are reluctant to provoke
Slouching Toward Sloobludop The characters can choose to go to Sloobludop for several reasons: They need a boat (and possibly a guide) to navigate the Darklake. Travel along the waterways of the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Halflings of the Five Nations Halflings can be found in every city in Khorvaire. Quick and charming, halflings are often found as merchants, politicians, barristers, and bards. Of course, these same
influence can be felt across the nation and even in the distant city of Stormreach. If you decide to play a halfling rogue—or any character with a criminal or charlatan background—you should decide if you
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Halflings of the Five Nations Halflings can be found in every city in Khorvaire. Quick and charming, halflings are often found as merchants, politicians, barristers, and bards. Of course, these same
influence can be felt across the nation and even in the distant city of Stormreach. If you decide to play a halfling rogue—or any character with a criminal or charlatan background—you should decide if you
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
horses or oxen can be driven through the water to bathe them, drive off flies, and let them drink. It’s also home to a tanner, a smith, some horse dealers and trainers who keep extensive stables, and an
their presence makes nearby brigands reluctant to raid the village directly. Because so many big-city folk settled here, rumors persist of cached treasure buried or otherwise hidden all over Beliard, but
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
horses or oxen can be driven through the water to bathe them, drive off flies, and let them drink. It’s also home to a tanner, a smith, some horse dealers and trainers who keep extensive stables, and an
their presence makes nearby brigands reluctant to raid the village directly. Because so many big-city folk settled here, rumors persist of cached treasure buried or otherwise hidden all over Beliard, but
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
following trait. Unscarred Resilience. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use
mortal injuries.
2 I swallowed a magic stone that fell from Nyx, which made my skin hard as rock.
3 When I was wounded as a child, a god healed me. Now wounds are reluctant to undo the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
following trait. Unscarred Resilience. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use
mortal injuries.
2 I swallowed a magic stone that fell from Nyx, which made my skin hard as rock.
3 When I was wounded as a child, a god healed me. Now wounds are reluctant to undo the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
shares those suspicions with the others. Good characters may be reluctant to take this step; that’s roleplaying. If they can find another way, that’s excellent, but once the opposition recognizes someone, the situation is likely to end in death.
dramatic point on the journey, when the caravan is away from Baldur’s Gate, this means trouble. Optionally, you can dispense with this die roll and have someone recognize one of the characters
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
shares those suspicions with the others. Good characters may be reluctant to take this step; that’s roleplaying. If they can find another way, that’s excellent, but once the opposition recognizes someone, the situation is likely to end in death.
dramatic point on the journey, when the caravan is away from Baldur’s Gate, this means trouble. Optionally, you can dispense with this die roll and have someone recognize one of the characters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
energy. This cave is close enough to the colony that the flumphs can nourish themselves from a safe distance. The flumphs are aware of the secret door but reluctant to speak of it, since they have come to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
energy. This cave is close enough to the colony that the flumphs can nourish themselves from a safe distance. The flumphs are aware of the secret door but reluctant to speak of it, since they have come to
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
separated from everyone else. This situation can be handled in many ways, and DMs can choose an approach that suits their players and their campaign.
Drawing the Void Card When a character draws the
presented in this chapter. If the characters can obtain the mask, they can reunite the soul of their fellow adventurer with that character’s body.
Alex Diaz
You don’t have to use the House of