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Returning 35 results for 'champion water reason'.
Other Suggestions:
champions watch reason
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champions water reasoned
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Monsters
Ghosts of Saltmarsh
Blood Frenzy. The champion has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness. The champion can breathe air and water, but it needs
to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The champion can magically command any shark within 120 feet of it, using a limited telepathy.Multiattack. The
Classes
Tasha’s Cauldron of Everything
You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to
might have been shipwrecked and on the brink of drowning when your patron’s grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you
Classes
Tasha’s Cauldron of Everything
You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to
might have been shipwrecked and on the brink of drowning when your patron’s grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you
Backgrounds
Sword Coast Adventurer's Guide
Faerûn for being eccentric, spoiled, venal, and, above all else, rich.
Whether you are a shining example of the reason for this reputation or one who proves the rule by being an exception, people
without the coddling of my family. (Chaotic)
4
Power. If I can attain more power, no one will tell me what to do. (Evil)
5
Family. Blood runs thicker than water. (Any)
6
Noble Obligation
Monsters
Mythic Odysseys of Theros
the god Keranos sought to test Nylea’s favorite champion, Renata of Setessa, by creating a beast so deadly that even she would balk at trying to hunt it. When Renata slayed this lion-ram-dragon
gains a swimming speed equal to its walking speed and can breathe air and water.
3
Mountain Creature. The chimera’s body is that of a mountain-dwelling creature, such as a ram or a dragon
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
.
Great Purpose
Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an
the Wind Dukes long ago to defeat the Queen of Chaos’s monstrous champion, Miska the Wolf-Spider.
When plunged into Miska’s body, the chaos in his blood sundered the rod and scattered its
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
quirk for a lizardfolk character or to inspire a unique mannerism.
Lizardfolk Quirks
d8
Quirk
1
You hate waste and see no reason not to scavenge fallen enemies. Fingers are tasty and
portable!
2
You sleep best while mostly submerged in water.
3
Money is meaningless to you.
4
You think there are only two species of humanoid: lizardfolk and meat.
5
You have
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other
undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
(700 XP)
Blood Frenzy. The champion has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The champion can breathe air and water, but
Sahuagin Champion Those sahuagin warriors who prove themselves through heroic acts are given both title and status. Sahuagin champions often serve as lieutenants in the sahuagin army, as they do in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
(700 XP)
Blood Frenzy. The champion has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Limited Amphibiousness. The champion can breathe air and water, but
Sahuagin Champion Those sahuagin warriors who prove themselves through heroic acts are given both title and status. Sahuagin champions often serve as lieutenants in the sahuagin army, as they do in
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
feel their existence is one of secret torment and suffering. The idea that pain has nobility to it — that there can be a divine reason behind the trials that face Baldurians — comforts many. Some
rights. In recent memory, cryptic notes have appeared on the gates of patriar estates, warning that “those who falsely champion the Crying God will find their own suffering multiplied.” Mike Schley The High House of Wonders
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
feel their existence is one of secret torment and suffering. The idea that pain has nobility to it — that there can be a divine reason behind the trials that face Baldurians — comforts many. Some
rights. In recent memory, cryptic notes have appeared on the gates of patriar estates, warning that “those who falsely champion the Crying God will find their own suffering multiplied.”
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
feel their existence is one of secret torment and suffering. The idea that pain has nobility to it — that there can be a divine reason behind the trials that face Baldurians — comforts many. Some
rights. In recent memory, cryptic notes have appeared on the gates of patriar estates, warning that “those who falsely champion the Crying God will find their own suffering multiplied.” Mike Schley The High House of Wonders
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
feel their existence is one of secret torment and suffering. The idea that pain has nobility to it — that there can be a divine reason behind the trials that face Baldurians — comforts many. Some
rights. In recent memory, cryptic notes have appeared on the gates of patriar estates, warning that “those who falsely champion the Crying God will find their own suffering multiplied.”
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
River Olung Steaming-hot water from Lake Luo cools quickly as it tumbles down rapids and low cataracts. This river is recognized by guides and explorers as an important boundary. To the east is
“normal” jungle; to the west is undead territory. For this reason alone, some expeditions choose to enter the peninsula through Refuge Bay.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
River Olung Steaming-hot water from Lake Luo cools quickly as it tumbles down rapids and low cataracts. This river is recognized by guides and explorers as an important boundary. To the east is
“normal” jungle; to the west is undead territory. For this reason alone, some expeditions choose to enter the peninsula through Refuge Bay.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the best of mortals. That said, the reason for his initial interest in a champion isn’t always obvious. What made the sun god turn his attention to you? What sets you apart from the masses of people
Favor Heliod seeks out champions in the mortal world because he believes that a great champion reflects well on him. The ruler of the gods, as he imagines himself, should have champions who represent
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the best of mortals. That said, the reason for his initial interest in a champion isn’t always obvious. What made the sun god turn his attention to you? What sets you apart from the masses of people
Favor Heliod seeks out champions in the mortal world because he believes that a great champion reflects well on him. The ruler of the gods, as he imagines himself, should have champions who represent
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
True Resurrection 9th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) Duration
: Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
True Resurrection 9th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) Duration
: Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
waste and see no reason not to scavenge fallen enemies. Fingers are tasty and portable! 2 You sleep best while mostly submerged in water. 3 Money is meaningless to you. 4 You think there are only two
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
True Resurrection 9th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) Duration
: Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
waste and see no reason not to scavenge fallen enemies. Fingers are tasty and portable! 2 You sleep best while mostly submerged in water. 3 Money is meaningless to you. 4 You think there are only two
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
True Resurrection 9th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) Duration
: Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
nonnegotiable. She lavishes fortune and prosperity on those who serve her, but she will not be ignored. It is rare for her to abandon a champion, but neither will she allow a champion to abandon their
settlement’s food source Releasing and scattering domestic animals Diverting a water source needed for irrigation Starting a fire that threatens a settlement Karametra’s Devotee Piety 3+ Karametra trait As a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
unique mannerism. Lizardfolk Quirks d8 Quirk 1 You hate waste and see no reason not to scavenge fallen enemies. Fingers are tasty and portable! 2 You sleep best while mostly submerged in water
— particularly warm, stagnant water. 3 Money is meaningless to you. 4 You think there are only two species of humanoid: lizardfolk and meat. 5 You have learned to laugh. You use this talent in response
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
unique mannerism. Lizardfolk Quirks d8 Quirk 1 You hate waste and see no reason not to scavenge fallen enemies. Fingers are tasty and portable! 2 You sleep best while mostly submerged in water
— particularly warm, stagnant water. 3 Money is meaningless to you. 4 You think there are only two species of humanoid: lizardfolk and meat. 5 You have learned to laugh. You use this talent in response
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
nonnegotiable. She lavishes fortune and prosperity on those who serve her, but she will not be ignored. It is rare for her to abandon a champion, but neither will she allow a champion to abandon their
settlement’s food source Releasing and scattering domestic animals Diverting a water source needed for irrigation Starting a fire that threatens a settlement Karametra’s Devotee Piety 3+ Karametra trait As a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
–67 1d4 blood hawks 68–70 1 sahuagin champion (see appendix C) 71–74 1 giant shark 75 1 young bronze dragon 76–00 A ship (generated at random) Open Water Encounters (Levels 5–10) d100 Encounter 01
the discovery of mysterious, uncharted islands. Additional tables for further detailing such encounters are included later in this appendix. Open Water Encounters (Levels 1–4) d100 Encounter 01
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
–67 1d4 blood hawks 68–70 1 sahuagin champion (see appendix C) 71–74 1 giant shark 75 1 young bronze dragon 76–00 A ship (generated at random) Open Water Encounters (Levels 5–10) d100 Encounter 01
the discovery of mysterious, uncharted islands. Additional tables for further detailing such encounters are included later in this appendix. Open Water Encounters (Levels 1–4) d100 Encounter 01
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
24. Sir Bluto’s Guard Post A fallen knight named Sir Bluto Sans Pite (a NE champion; see appendix B) and his eight minions (NE human knights) wait here to ambush any who come through the tunnel. They
will be alerted by disturbances in the flow of water as the party tampers with it upstream. The stream that flows through this room is suspended in the same manner as in area 23. It continues from
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
disguised cult activity thanks to its location on the Dessarin. River pirates and smugglers allied to the water cult frequently put in at the town’s dock. Ruffians and thugs seem to take over the village
can catch outside after dark. One villager named Darreth vanished only steps from his own front door a tenday ago. (He was actually abducted by water cultists, and is now a captive in area F21 of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Marid Hailing from the Elemental Plane of Water, the marids are the most wondrous of genie-kind. Although all genies wield great power, even the lowliest marid sees itself as clearly superior to the
favor. They speak in voices as soft as the sea breeze or as sonorous as storm waves breaking against a rocky cliff. In flight, their lower bodies transform into columns of foamy water. Water Lords
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
disguised cult activity thanks to its location on the Dessarin. River pirates and smugglers allied to the water cult frequently put in at the town’s dock. Ruffians and thugs seem to take over the village
can catch outside after dark. One villager named Darreth vanished only steps from his own front door a tenday ago. (He was actually abducted by water cultists, and is now a captive in area F21 of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, the drow priestess of Lolth is relaxing in her parlor while receiving counsel from her yochlol advisor, which appears in its natural form. Standing near Vlonwelv is her champion, Zress (see “Zress
room contains a spider-shaped bed carved out of zurkhwood, a matching wardrobe containing assorted garments, and an ancient stone font filled with fresh water.
27c. Giant Spider Den This 10-foot-high, web-filled chamber is home to three giant spiders that attack any non-drow who enter.