Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'certain resolve gloom to have release'.
Other Suggestions:
contain remove good to have release
certain remove good to have released
certain remove good to have relate
contain remove globe to have release
certain remove gloomy to have released
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
surfaces substituting for the mirror needed to cast certain divination spells. While being used in this way, the fractine siphons magical energy from the spellcaster—not enough to cause harm
, and the fractine can’t be harmed from within the demiplane.
The fractine can imprison only one creature at a time and can release that creature as a bonus action. If the fractine is reduced
backgrounds
misfortune and ward away evil. They could just as likely invite gloom and the ire of the old spirits.
Feat: Charm Twister
Skill Proficiencies: Insight, Nature
Language: Sylvan
Tool Proficiencies
has become increasingly withdrawn and uncharacteristically agitated.
3
An order of druids, the Circle of Wicker, taught you their ways. You aren’t certain why.
4
Someone offered you a
races
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
of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of
Gloom Stalker Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of
Gloom Stalker Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Time in the Campaign Most conflicts in a D&D campaign take weeks or months of in-world time to resolve. A typical campaign concludes within a year of in-world time unless you allow the characters to
certain times of year make for great adventure opportunities. Perhaps a ghostly castle appears on a certain hill on the winter solstice every year, or every thirteenth full moon is blood red and fills
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Time in the Campaign Most conflicts in a D&D campaign take weeks or months of in-world time to resolve. A typical campaign concludes within a year of in-world time unless you allow the characters to
certain times of year make for great adventure opportunities. Perhaps a ghostly castle appears on a certain hill on the winter solstice every year, or every thirteenth full moon is blood red and fills
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
checks might be appropriate in certain situations, at your DM’s discretion. Pay attention to your skill proficiencies when thinking of how you want to interact with an NPC, and stack the deck in your
to lead the discussion. When negotiating for a hostage’s release, the cleric with Persuasion should do most of the talking.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
checks might be appropriate in certain situations, at your DM’s discretion. Pay attention to your skill proficiencies when thinking of how you want to interact with an NPC, and stack the deck in your
to lead the discussion. When negotiating for a hostage’s release, the cleric with Persuasion should do most of the talking.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
to release bound elementals. Barbarians are often found among the Ashbound, and Berserker and Storm Herald are logical paths. The Children of Winter believe that death is a natural part of life. This
leads them to fight undead, but also to take actions that cull the weak and strengthen survivors. Extremists have spread plagues, especially in large cities. Warlocks and Gloom Stalker rangers can be a good fit.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
to release bound elementals. Barbarians are often found among the Ashbound, and Berserker and Storm Herald are logical paths. The Children of Winter believe that death is a natural part of life. This
leads them to fight undead, but also to take actions that cull the weak and strengthen survivors. Extremists have spread plagues, especially in large cities. Warlocks and Gloom Stalker rangers can be a good fit.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
checks might be appropriate in certain situations, at your DM’s discretion. Pay attention to your skill proficiencies when thinking of how you want to interact with an NPC, and stack the deck in your
to lead the discussion. When negotiating for a hostage’s release, the cleric with Persuasion should do most of the talking.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
checks might be appropriate in certain situations, at your DM’s discretion. Pay attention to your skill proficiencies when thinking of how you want to interact with an NPC, and stack the deck in your
to lead the discussion. When negotiating for a hostage’s release, the cleric with Persuasion should do most of the talking.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
hobgoblin general, whose descendants want it back. The ways to resolve these problems aren’t always simple. Certain situations demand straightforward decisions. If Emerald Claw cultists are about to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
hobgoblin general, whose descendants want it back. The ways to resolve these problems aren’t always simple. Certain situations demand straightforward decisions. If Emerald Claw cultists are about to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Rules of the Trial On the night of certain full moons, Chakuna selects fifteen souls within her domain who she considers worthy prey. She leads the participants to Pantara Lodge, shows them every
whim. For example, if she catches a competitor too soon, she might offer to release them if they sacrifice an arm to feed her beasts.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Rules of the Trial On the night of certain full moons, Chakuna selects fifteen souls within her domain who she considers worthy prey. She leads the participants to Pantara Lodge, shows them every
whim. For example, if she catches a competitor too soon, she might offer to release them if they sacrifice an arm to feed her beasts.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
advantage of this moment of uncertainty, making a Charisma (Persuasion) check with advantage to sway Zariel from the path of evil. Resolve a successful check as noted in “Redeeming Zariel” earlier in
can free the city from its chains and return it to the Material Plane. Relinquishing the Sword If the characters try to bargain for Elturel’s release without the Sword of Zariel, Zariel considers
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
advantage of this moment of uncertainty, making a Charisma (Persuasion) check with advantage to sway Zariel from the path of evil. Resolve a successful check as noted in “Redeeming Zariel” earlier in
can free the city from its chains and return it to the Material Plane. Relinquishing the Sword If the characters try to bargain for Elturel’s release without the Sword of Zariel, Zariel considers
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
something during exploration, you decide whether that action requires an ability check to determine success (as described in the earlier “Resolving Outcomes” section). Certain situations might call
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
something during exploration, you decide whether that action requires an ability check to determine success (as described in the earlier “Resolving Outcomes” section). Certain situations might call
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
never be set free. 6 I have a child to protect. I must make the world a safer place for him (or her). Flaws d6 Flaw 1 I have certain rituals that I must follow every day. I can never break them. 2
I assume the worst in people. 3 I feel no compassion for the dead. They’re the lucky ones. 4 I have an addiction. 5 I am a purveyor of doom and gloom who lives in a world without hope. 6 I talk to spirits that no one else can see.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
never be set free. 6 I have a child to protect. I must make the world a safer place for him (or her). Flaws d6 Flaw 1 I have certain rituals that I must follow every day. I can never break them. 2
I assume the worst in people. 3 I feel no compassion for the dead. They’re the lucky ones. 4 I have an addiction. 5 I am a purveyor of doom and gloom who lives in a world without hope. 6 I talk to spirits that no one else can see.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger Subclasses A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Beast Master, Fey Wanderer, Gloom
Misty Step, you can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space. Gloom
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger Subclasses A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Beast Master, Fey Wanderer, Gloom
Misty Step, you can bring along one willing creature you can see within 5 feet of yourself. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space. Gloom
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don’t need to take turns, but the DM listens to every player and decides how to resolve
. In certain situations, particularly combat, the action is more structured and the players (and DM) do take turns choosing and resolving actions. But most of the time, play is fluid and flexible
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Strixhaven Tracking Sheet The sections on the following pages give special rules for certain aspects of university life. Players can use the sheet below to keep track of the effects of those rules on
combine with the adventures in this book to enhance the flavor of life at a university of magic.
If you find these rules aren’t the best fit for your group, you can run this book’s adventures without those rules, simply narrating the effects of related encounters without using rules to resolve them.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
certain situations—particularly combat—the action is more structured, and everyone takes turns. Exceptions Supersede General Rules
General rules govern each part of the game. For example, the combat
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
certain situations—particularly combat—the action is more structured, and everyone takes turns. Exceptions Supersede General Rules
General rules govern each part of the game. For example, the combat
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
certain situations—particularly combat—the action is more structured, and everyone takes turns. Exceptions Supersede General Rules
General rules govern each part of the game. For example, the combat
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Strixhaven Tracking Sheet The sections on the following pages give special rules for certain aspects of university life. Players can use the sheet below to keep track of the effects of those rules on
combine with the adventures in this book to enhance the flavor of life at a university of magic.
If you find these rules aren’t the best fit for your group, you can run this book’s adventures without those rules, simply narrating the effects of related encounters without using rules to resolve them.