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Returning 28 results for 'chasing recluse guide to have respective'.
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Classes
Player’s Handbook
the power of their deities’ discerning vision, charged with chasing away lies and burning away darkness.
The Light Domain is associated with gods of truth, vigilance, beauty, insight, and
renewal. Some of these gods are identified with the sun or as charioteers who guide the sun across the sky. Others are sentinels who pierce deception. Some are deities of beauty and artistry who teach that art is a vehicle for the soul’s improvement.
Outlander
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Player’s Handbook (2014)
comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or
table to determine your occupation during your time in the wild, or choose one that best fits your character.
d10
Origin
1
Forester
2
Trapper
3
Homesteader
4
Guide
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
dramatically influenced by the realms they border. The towns and their inhabitants vary wildly from each other, mirroring many of the extreme characteristics of their respective planes of influence
. Details on the planes can be found in the Dungeon Master’s Guide. The following sections present each of the gate-towns in alphabetical order.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
enhanced medusa for Lynx, or the brains in iron for Sir Ursas (see below for more information on both). Each expedition also has its own mechanical guide. You might use the members of the rival expedition
obstacles along the way, possibly inspiring the characters to do the same. Using the power of a mechanical guide might allow for the creation of particularly devious traps that can be set across space and
Ranger
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
talents and abilities are honed with deadly focus on the grim task of protecting the borderlands. Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Doors and Landings Endless doors along the staircase connect it to destinations throughout the multiverse. These doors function as planar portals (see the Dungeon Master’s Guide) and are typically
and their respective doors. The doors and their landings are altered by planar magic, taking on characteristics of their destinations. Red light seeps from the seams of a gloomy, jet-black door to the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
retreated to their respective enclaves with their goods and livestock. A stream runs nearby, crossed by two stone bridges leading to the drow and Zhentarim enclaves. The stream is 5 feet deep and fed by the
over, and various goods (see “Treasure”) are strewn upon the cavern floor amid the slaughtered corpses of giant lizards and steeders. Characters approaching the market see two enlarged duergar chasing a
compendium
- Sources->Dungeons & Dragons->Monster Manual
the Coast, the dragon ampersand, Eberron, Greyhawk, Spelljammer, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, all other Wizards of the Coast product names, their respective logos, and The
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer
your occupation during your time in the wild, or choose one that best fits your character. d10 Origin 1 Forester 2 Trapper 3 Homesteader 4 Guide 5 Exile or outcast 6 Bounty hunter 7 Pilgrim 8 Tribal
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
” in the “Whorlstone Tunnels” section for more information on what Droki is carrying if the characters catch him. CHASING DROKI
If the characters decide to wait for Droki to enter the West Cleft or
somehow follow him here, use the chase rules in chapter 8 of the Dungeon Master’s Guide, adapting the results for urban complications to a cave full of hateful derro. If Droki loses them, the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
) 15–17 1d6 50 gp gems 18–19 A humanoid skeleton or corpse carrying a random magic item (roll once on Magic Item Table B in chapter 7 of the Dungeon Master’s Guide) 20 A monster hoard containing 2d6 50
gp gems and one or more random magic items (roll 1d4 times on Magic Item Table C in chapter 7 of the Dungeon Master’s Guide) Carrion Crawler The characters encounter a carrion crawler scouring
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Wisdom saving throw or gain a random form of long-term madness (see “Madness” in chapter 8, “Running the Game,” of the Dungeon Master’s Guide). Cursed Island Inhabitants d6 Inhabitants 1 5d10
Dungeon Master’s Guide) grows in 10-foot-tall hedges shaped like animals. 5 Rain on the island creates a beautiful melody. 6 All beasts on the island have truesight out to a range of 120 ft. Wild
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
magical, such as wyverns and pseudodragons. Elementals are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements
Guide.
Tags A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the humanoid (orc) type. The parenthetical tags provide additional categorization for
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
— l promise to serve and guide you as your seneschal until you grow comfortable with the position.” Then, before the stunned trio could react, the Lord of the Dead asked, “Who among you shall rule
, so you don’t have to share with the Beast?”
The trio agreed to this alternative, and Jergal broke off his skeletal finger bones and gave them to the contestants. When Malar returned from chasing the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
—flapping, severed heads spawned from the Abyss—chasing their prey. Cranium rats scurry through the tunnels, telepathically relaying their findings to their hivemind. Alone, these spies are little more
) sprouts from a nearby corpse. 2 Putrice, a night hag, cackles as she fishes a wriggling larva (see the Dungeon Master’s Guide) from a vent underneath a fiend-owned restaurant. 3 Two cranium rat squeakers
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
silver goblets
Urdlen CE Greed, murder Death, War White-clawed mole emerging from ground
*Appears in Xanathar’s Guide to Everything
**Appears in Sword Coast Adventurer’s Guide
Garl
these embarrassments, he declared an oath to bring death to all gnomes.
To keep his nemesis from doing him harm, Garl tricked Kurtulmak into chasing him into a maze of caves by singing mocking songs
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
their respective lords. Key representatives of the Lords’ Alliance include the canny Lord Dagult Neverember of Neverwinter, the resplendent Lady Laeral Silverhand of Waterdeep, the grave Lord Taern
more information on the calendar of the Forgotten Realms, see “The Calendar of Harptos” sidebar in chapter 1 of the Dungeon Master’s Guide.
This adventure isn’t set at a specific time but is assumed
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Guide). See the “Pirates of Jahaka Anchorage” sidebar for information on the captain and crew of each vessel. Only one pirate ship is docked at the anchorage at any given time. A second ship rides at
with each other and Liara Portyr of Fort Beluarian. Use the deck plans in appendix C of the Dungeon Master’s Guide to represent each pirate ship, as needed. Each ship’s crew is described below
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
wield this power are enlightened souls infused with radiance and the power of their deities’ discerning vision, charged with chasing away lies and burning away darkness. JODIE MUIR Light Domain
Subclass
The Light Domain is associated with gods of truth, vigilance, beauty, insight, and renewal. Some of these gods are identified with the sun or as charioteers who guide the sun across the sky
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
remains in contact with the throne for 1 hour gains a random form of indefinite madness (see “Madness” in the Dungeon Master’s Guide). If this madness isn’t cured within 24 hours, it becomes permanent
in battle with Xardorok and appear to be winning, these duergar help by attacking the other duergar on their respective platforms; if Xardorok appears to be winning, these duergar stay out of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Master’s Guide). Secomber This town of farmers, fishers, brewers, and stonecutters is perched on three hills located near the confluence of the Unicorn Run and the Delimbiyr River. Beneath these hills
member of the Lords’ Alliance, however. For more information on Silverymoon, see the Sword Coast Adventurer’s Guide. Silverymoon Pass A road traverses the hills northeast of Silverymoon, providing
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
delicate balance. If the characters ask Reidoth about Wave Echo Cave, he will not divulge its location but will offer to guide the party there in exchange for a favor: he wants them to chase off the
the Emerald Enclave If the party helps Reidoth by chasing off Venomfang, the druid privately approaches certain members of the group and urges them to join the Emerald Enclave. He speaks with those who
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Maze of Mists Encounters d4 Encounter 1 Four phase spiders 2 Two invisible stalkers 3 Eight ghouls 4 Two minotaurs chasing a scared human bandit who belongs to the Hands of Plenty (see area P16
doppelgangers claim to know the trick to solving the maze: send two people ahead through the mists with a rope for the others to follow. They gladly volunteer to send one of their own as a guide along with
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
warrior with Animal Handling +4 and Medicine +4. Rahi serves as the clan’s spiritual guide and chief caretaker of the griffons living in and around Skytower Shelter. The young griffon in her care is less
mountainsides. The newest carvings depict lone goliaths chasing a giant polar bear (a representation of Oyaminartok, as described in appendix C) and a diminished population of Skytower goliaths contending
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
attacks any creatures that enter the chamber. The golem fights to the death and pursues trespassers relentlessly, even chasing them out of the caverns. Treasure. The weapon stuck in the clay golem is a
. His body has been partially calcified by the mineral-rich water dripping from the ceiling. Green Slime. Six patches of green slime (see the Dungeon Master’s Guide) cling to the ceiling near the fallen
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
from area E11, those creatures take up arms on their respective sides. The salamanders and azers attack the efreeti until he retreats, then turn on each other. Survivors might be influenced to
it to double in size), they decided to avoid the place. The brown mold (see chapter 5, “Adventure Environments,” in the Dungeon Master’s Guide) fills the 20-foot-square section in the southeast
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
relentlessly, even chasing them out of the caverns. Treasure. The weapon stuck in the clay golem is a slender-bladed Giant Slayer (shortsword). The sword’s name (“Longtooth”) is engraved into the
ceiling. Green Slime. Six patches of green slime (see the Dungeon Master’s Guide) cling to the ceiling near the fallen adventurer. A character who inspects the slime and succeeds on a DC 15
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Master’s Guide).
36. High Priestess’s Quarters The floor and walls of this room are tiled in gray, the ceiling in white. In the center of the room stands a white stone table, the top surface covered in
sahuagin champions and the sahuagin complainant leave through the main entrance in the south and travel to their respective posts. Development. Combat in the throne room attracts the attention of a