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Returning 35 results for 'changeling willing rolling'.
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Monsters
Acquisitions Incorporated
-profit-and-power biz — Portentia Dran is more than she appears to be. Quite literally. The person known as Portentia is actually a changeling, who took the place of the real Portentia before her fifth
year.
The changeling Portentia can affect a range of disguises, and has spent long years engaged in a mission of manipulating the members of the Dran family. Years ago, it was Portentia who tricked
races
Mordenkainen Presents: Monsters of the Multiverse
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For
changelings today—even in those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the
Teleport
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If
determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Changeling Traits Changeling Adopting a
Person’s Appearance Your changeling character has the following traits. Ability Score Increase. Your Charisma score increases by 2. In addition, one other
ability score of your choice increases by 1. Age. Changelings mature slightly faster than humans but share a similar lifespan — typically a century or less. While a changeling can transform to conceal
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Changeling Traits Changeling Adopting a
Person’s Appearance Your changeling character has the following traits. Ability Score Increase. Your Charisma score increases by 2. In addition, one other
ability score of your choice increases by 1. Age. Changelings mature slightly faster than humans but share a similar lifespan — typically a century or less. While a changeling can transform to conceal
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Changeling Traits Your changeling character has the following traits. Ability Score Increase. Your Charisma score increases by 2. In addition, one ability score of your choice increases by 1. Age
. Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Changeling Traits Your changeling character has the following traits. Ability Score Increase. Your Charisma score increases by 2. In addition, one ability score of your choice increases by 1. Age
. Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
than she appears to be. Quite literally. The person known as Portentia is actually a changeling, who took the place of the real Portentia before her fifth year. The changeling Portentia can affect a
emphasizes surprise and painful instruction. She is willing to affect any appearance or attitude to achieve her goals. But what those goals are — for herself and Dran Enterprises alike — remain a secret
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
than she appears to be. Quite literally. The person known as Portentia is actually a changeling, who took the place of the real Portentia before her fifth year. The changeling Portentia can affect a
emphasizes surprise and painful instruction. She is willing to affect any appearance or attitude to achieve her goals. But what those goals are — for herself and Dran Enterprises alike — remain a secret
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
than one such barrow, either broken open from the outside by those seeking lost treasures, or somehow broken from within. The Fields of the Dead is a vast, rolling plain of windswept grasses that
but wary, usually willing to share their wells or cisterns, and part with the goods they store away in return for goods in trade. I have met a few who show greater hospitality, letting strangers make
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
than one such barrow, either broken open from the outside by those seeking lost treasures, or somehow broken from within. The Fields of the Dead is a vast, rolling plain of windswept grasses that
but wary, usually willing to share their wells or cisterns, and part with the goods they store away in return for goods in trade. I have met a few who show greater hospitality, letting strangers make
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Teleport 7th-level conjuration Casting Time: 1 action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that
. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, or its citizens. Headquarters. The King’s Citadel is based in Breland’s capital city of Wroat, under the command of the king’s brother, Lord Kor ir’Wynarn. A changeling named Captain Vron serves as the
willing to exercise his considerable power on that agent’s behalf. The King’s Citadel. The Citadel has three branches besides the Dark Lanterns. The King’s Swords are elite special combat forces. The
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, or its citizens. Headquarters. The King’s Citadel is based in Breland’s capital city of Wroat, under the command of the king’s brother, Lord Kor ir’Wynarn. A changeling named Captain Vron serves as the
willing to exercise his considerable power on that agent’s behalf. The King’s Citadel. The Citadel has three branches besides the Dark Lanterns. The King’s Swords are elite special combat forces. The
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Teleport 7th-level conjuration Casting Time: 1 action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that
. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, but Avarice makes it clear she is willing to ignore the rules if nobody lives to find out. When Vellynne leaves the meeting, Avarice sends her familiar out to spy on her rival and see if her demands
she has learned (determine each piece by rolling on the Ythryn Lore table). Unlike Vellynne, who accompanies the characters, Avarice prefers to remain in her glass chamber atop Skydock Spire and stay
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, but Avarice makes it clear she is willing to ignore the rules if nobody lives to find out. When Vellynne leaves the meeting, Avarice sends her familiar out to spy on her rival and see if her demands
she has learned (determine each piece by rolling on the Ythryn Lore table). Unlike Vellynne, who accompanies the characters, Avarice prefers to remain in her glass chamber atop Skydock Spire and stay
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Teleport 7th-level conjuration Casting Time: 1 action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that
. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Teleport 7th-level conjuration Casting Time: 1 action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that
. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
another wealthy patron. This doesn’t necessarily mean that the officer is willing to take a bribe from one of the adventurers. The
Sharn Inquisitive
A Life of Watchful Service
Brelish folk often
feelings interfere with his duties. Sharn Watch Races d20 Race 1 Changeling 2–4 Dwarf 5–6 Elf 7 Gnome 8–9 Half-elf 10–11 Half-orc 12–13 Halfling 14–16 Human 17 Kalashtar 18 Shifter 19–20 Warforged
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
another wealthy patron. This doesn’t necessarily mean that the officer is willing to take a bribe from one of the adventurers. The
Sharn Inquisitive
A Life of Watchful Service
Brelish folk often
feelings interfere with his duties. Sharn Watch Races d20 Race 1 Changeling 2–4 Dwarf 5–6 Elf 7 Gnome 8–9 Half-elf 10–11 Half-orc 12–13 Halfling 14–16 Human 17 Kalashtar 18 Shifter 19–20 Warforged
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again. You can retain only one of these tales in mind at a time, and rolling on the Spirit
of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
target of the tale’s effect. Once you do so, you can’t bestow the tale’s effect again until you roll it again. You can retain only one of these tales in mind at a time, and rolling on the Spirit
of the Clever Animal. For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die immediately after rolling the d20 and add the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. Telekinetic Movement. You can move an object or a creature with your mind
. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
are two roaring polar bears that don’t look happy.
These goblins were rolling across the tundra when their advance scout, a trained hawk, spotted the abandoned sled. The one-eared goblin boss, Izobai
killed or captured, the remaining goblins are willing to negotiate a truce, though it’s up to the characters to initiate the negotiations. The goblins are prepared to give up the iron ingots in exchange
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table. Origin of the Beast d4 Origin 1 One of your parents is a lycanthrope
, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. Telekinetic Movement. You can move an object or a creature with your mind
. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
are two roaring polar bears that don’t look happy.
These goblins were rolling across the tundra when their advance scout, a trained hawk, spotted the abandoned sled. The one-eared goblin boss, Izobai
killed or captured, the remaining goblins are willing to negotiate a truce, though it’s up to the characters to initiate the negotiations. The goblins are prepared to give up the iron ingots in exchange
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table. Origin of the Beast d4 Origin 1 One of your parents is a lycanthrope
, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, provided you spend at least 5 feet of movement and the creature is willing and doesn’t have the Incapacitated condition. This movement doesn’t provoke Opportunity Attacks. Roll the Superiority Die
replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Finding Torg’s You can randomly determine the location of the merchant company by rolling a d10 and consulting the Starting Town table (see "Starting Town"). Roll again if the result is the
of that hour. On a successful check, the character finds someone who knows Torrga Icevein’s travel plans and is willing to share that information for a small bribe (at least 5 gp or nonperishable goods
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Finding Torg’s You can randomly determine the location of the merchant company by rolling a d10 and consulting the Starting Town table (see "Starting Town"). Roll again if the result is the
of that hour. On a successful check, the character finds someone who knows Torrga Icevein’s travel plans and is willing to share that information for a small bribe (at least 5 gp or nonperishable goods
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
History Before there was a kingdom called Charneault, there was Caer Neiada, the “land of countless rivers” in the Elvish tongue. A verdant paradise of rolling hills and fertile wilderness that was
claimed Princess Tiphaine. Given the epithet “Fey Sighted,” it’s said the Spirits of Nature are willing to show this elf glimpses of the future. Whatever horrors he has witnessed, Aetherion remains
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, provided you spend at least 5 feet of movement and the creature is willing and doesn’t have the Incapacitated condition. This movement doesn’t provoke Opportunity Attacks. Roll the Superiority Die
replace one of your attacks to direct one of your companions to strike. When you do so, choose a willing creature who can see or hear you and expend one Superiority Die. That creature can immediately use
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Step, you can also teleport one willing creature. That creature must be within 10 feet of you, and you teleport it to an unoccupied space you can see within 10 feet of your destination space. Circle of
, and Thunder damage. Level 14: Oceanic Gift Instead of manifesting the Emanation of Wrath of the Sea around yourself, you can manifest it around one willing creature within 60 feet of yourself. That