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Returning 35 results for 'chanting walk recover'.
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Classes
Tasha’s Cauldron of Everything
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself
death and to recover knowledge that might otherwise be lost to the grave.
How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves’ guild dedicated to a deity of death?
Classes
Tasha’s Cauldron of Everything
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself
death and to recover knowledge that might otherwise be lost to the grave.
How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves’ guild dedicated to a deity of death?
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
14. Chapel of Evil The chanting heard throughout the tomb originates in this chapel, whose pews are filled with more than two dozen worshipers — and, oddly, with two large chunks of rough black stone
girallons flank him, each of them also missing an eye and hand.
The priest smiles and gestures for you to enter the chapel and take a seat. And the chanting fills your mind with a desire to obey
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
14. Chapel of Evil The chanting heard throughout the tomb originates in this chapel, whose pews are filled with more than two dozen worshipers — and, oddly, with two large chunks of rough black stone
girallons flank him, each of them also missing an eye and hand.
The priest smiles and gestures for you to enter the chapel and take a seat. And the chanting fills your mind with a desire to obey
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Living Descent Sometimes the answer to a riddle is lost beyond the inky waters of the Tartyx River. When spells and sages fail to recover some crucial bit of information, how far might heroes go to
recover it? One answer is to dare an expedition into the Underworld to find what was lost. Entering the Underworld is arguably one of the easiest feats imaginable—everyone ends up there when they die
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Living Descent Sometimes the answer to a riddle is lost beyond the inky waters of the Tartyx River. When spells and sages fail to recover some crucial bit of information, how far might heroes go to
recover it? One answer is to dare an expedition into the Underworld to find what was lost. Entering the Underworld is arguably one of the easiest feats imaginable—everyone ends up there when they die
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your
druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your
druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
considering the late hour, the walk across campus is unusually quiet. But as you round a corner, a flickering magical lantern illuminates several bewildered students standing in the path.
These three
Wisdom (Perception) check also allows a character to notice a light flickering within the hall and a silhouette moving within. Characters who wait for the panicked students to recover can question them
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
considering the late hour, the walk across campus is unusually quiet. But as you round a corner, a flickering magical lantern illuminates several bewildered students standing in the path.
These three
Wisdom (Perception) check also allows a character to notice a light flickering within the hall and a silhouette moving within. Characters who wait for the panicked students to recover can question them
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your
druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
common area and courtyard, the ritual is underway to fully activate the statue of Talos, which is currently in the basement. THE RITUAL
Backes (Illuskan human gladiator) leads the chanting in the common
area as cult fanatics (one for every two characters rounded down, excluding sidekicks) walk back and forth between the common area and the courtyard, making sure the ritual is progressing according to
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
common area and courtyard, the ritual is underway to fully activate the statue of Talos, which is currently in the basement. THE RITUAL
Backes (Illuskan human gladiator) leads the chanting in the common
area as cult fanatics (one for every two characters rounded down, excluding sidekicks) walk back and forth between the common area and the courtyard, making sure the ritual is progressing according to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your
druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Phantom Collecting the souls of your defeated foes in everyday objects—what a good idea. Though, I’d probably need an encyclopedia to hold all my anti-admirers.
Tasha
Many rogues walk a fine line
Phantom can become a wizard’s confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Phantom Collecting the souls of your defeated foes in everyday objects—what a good idea. Though, I’d probably need an encyclopedia to hold all my anti-admirers.
Tasha
Many rogues walk a fine line
Phantom can become a wizard’s confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
need one day off after every six days of hauling to recover from their work. All things considered, the trip is expected to take two months. The caravan leaving Baldur’s Gate contains the three wagons
caravan along the way, and others leave according to the dictates of business and fortune. Some travelers ride horses, some walk beside the wagons, and some pay the merchants to ride aboard their wagons
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
need one day off after every six days of hauling to recover from their work. All things considered, the trip is expected to take two months. The caravan leaving Baldur’s Gate contains the three wagons
caravan along the way, and others leave according to the dictates of business and fortune. Some travelers ride horses, some walk beside the wagons, and some pay the merchants to ride aboard their wagons
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
need one day off after every six days of hauling to recover from their work. All things considered, the trip is expected to take two months. The caravan leaving Baldur’s Gate contains the three wagons
caravan along the way, and others leave according to the dictates of business and fortune. Some travelers ride horses, some walk beside the wagons, and some pay the merchants to ride aboard their wagons
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
need one day off after every six days of hauling to recover from their work. All things considered, the trip is expected to take two months. The caravan leaving Baldur’s Gate contains the three wagons
caravan along the way, and others leave according to the dictates of business and fortune. Some travelers ride horses, some walk beside the wagons, and some pay the merchants to ride aboard their wagons
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
) components. If you can’t provide one or more of a spell’s components, you are unable to cast the spell. Verbal (V) Most spells require the chanting of mystic words. The words themselves aren’t the source of
harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
) components. If you can’t provide one or more of a spell’s components, you are unable to cast the spell. Verbal (V) Most spells require the chanting of mystic words. The words themselves aren’t the source of
harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
within a couple minutes’ walk to the south. In the far distance, the sky is clear, but directly above the pool is a black storm cloud spitting bolts of red lightning. When the characters arrive
leads five werewolves in chanting “Water into blood, earth into bones!”
In less troubling times, the Pool of Eternal Spring was a little slice of Mount Celestia on earth. Its crystal-clear waters
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
within a couple minutes’ walk to the south. In the far distance, the sky is clear, but directly above the pool is a black storm cloud spitting bolts of red lightning. When the characters arrive
leads five werewolves in chanting “Water into blood, earth into bones!”
In less troubling times, the Pool of Eternal Spring was a little slice of Mount Celestia on earth. Its crystal-clear waters
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
mandibles. The Drought Elder’s servants avoid this area, fearing that their master might awake and consume them. Void Walk. Creatures that can fly can easily reach and recover the fist-sized crystal
pod are destroyed instantly. Maw. A gap lined with dull mandibles opens into area D5. The tiny mouth-parts twitch occasionally but are harmless. D5: Mandible Walk Massive mandibles extend from the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
mandibles. The Drought Elder’s servants avoid this area, fearing that their master might awake and consume them. Void Walk. Creatures that can fly can easily reach and recover the fist-sized crystal
pod are destroyed instantly. Maw. A gap lined with dull mandibles opens into area D5. The tiny mouth-parts twitch occasionally but are harmless. D5: Mandible Walk Massive mandibles extend from the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. The once-mighty dwarven empire was left crippled, never to recover, and the great city of Gauntlgrym was left in the control of an orc horde. It was humans from nearby Illusk who finally drove the orcs
Gauntlgrym is a city carved out of the living rock, with halls and passages wide enough for the largest dragons to walk through. There are hundreds of levels, twisting stairs, functioning elevators, and a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. The once-mighty dwarven empire was left crippled, never to recover, and the great city of Gauntlgrym was left in the control of an orc horde. It was humans from nearby Illusk who finally drove the orcs
Gauntlgrym is a city carved out of the living rock, with halls and passages wide enough for the largest dragons to walk through. There are hundreds of levels, twisting stairs, functioning elevators, and a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
spend combat actions doing things that are fundamentally creepy, like chanting to sinister gods or regurgitating their last meal. Use another creature as the opening act for the true threat. A
that just happened is off limits. The person touching the card can comment on what they want adjusted, or whoever’s narrating the scene can walk back what just happened, try something else, or leave the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
spend combat actions doing things that are fundamentally creepy, like chanting to sinister gods or regurgitating their last meal. Use another creature as the opening act for the true threat. A
that just happened is off limits. The person touching the card can comment on what they want adjusted, or whoever’s narrating the scene can walk back what just happened, try something else, or leave the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, their forms hunched and emaciated. Their gestures and movements are jerky, indicative of the madness possessing them. They are chanting, swaying to their own words. And then they stop as the glow of
would confuse an ordinary mind, but you instinctively know the path you must walk. Every step brings you closer to a magma-filled chasm, lodged in which is an enormous contraption of metal and stone — a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, their forms hunched and emaciated. Their gestures and movements are jerky, indicative of the madness possessing them. They are chanting, swaying to their own words. And then they stop as the glow of
would confuse an ordinary mind, but you instinctively know the path you must walk. Every step brings you closer to a magma-filled chasm, lodged in which is an enormous contraption of metal and stone — a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
fireplace stands along the east wall.
Behind the headboard of the bed is a secret door to a hidden walk-in closet. A character who examines the wall and succeeds on a DC 15 Intelligence (Investigation
represent the casks in area D23, the crossed-out one representing the cask blocking a secret door.) A bubbling green potion contains
a Far Realm surprise D20: Component Storage This walk-in closet contains
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
fireplace stands along the east wall.
Behind the headboard of the bed is a secret door to a hidden walk-in closet. A character who examines the wall and succeeds on a DC 15 Intelligence (Investigation
represent the casks in area D23, the crossed-out one representing the cask blocking a secret door.) A bubbling green potion contains
a Far Realm surprise D20: Component Storage This walk-in closet contains
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
succeeds on a DC 15 Wisdom (Perception) check while searching the debris discovers five potions of water breathing and two spell scrolls of water walk. Glyph Key. Tanjus has a glyph key attuned to this zone
between this area and the Stone Golem Quarries. 84. Altar Pool If the sahuagin occupy this area, those approaching can hear chanting. An octagonal pool fills this chamber. A slick of blood darkens the