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Returning 35 results for 'choose wander repairs'.
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Monsters
Planescape: Adventures in the Multiverse
(the hand is invisible)
1/day each: jump, plane shift (self only), see invisibilityGithzerai travelers wander the multiverse to train and pursue cosmic enlightenment. These githzerai learn to
Manipulation"}. The githzerai manipulates the energy of the plane of existence it’s on to produce one of the following effects (choose one or roll a d6;{"diceNotation":"1d6", "rollType":"roll
Magic Items
Tasha’s Cauldron of Everything
. Choose one of the following effects:
Weal. The creature has advantage on attack rolls, ability checks, and saving throws for the next hour.
Woe. The creature has disadvantage on attack rolls
creatures of the night. “We may wander amid the shadows,” Mother Luba said. “But we must ever serve as a light to our fellow travelers.”
Some years ago, Mother Luba disappeared into
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +13
of one plane to wander into others.
Moonstone Dragon Lair Features
You can look to other maps in this chapter as inspiration for the scattered parts of a moonstone dragon’s lair. For example
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +10
multiplanar lairs by opening portals between planes at will. They sometimes forget to close those portals, allowing the inhabitants of one plane to wander into others.
Moonstone Dragon Lair Features
You can
Species
Mordenkainen Presents: Monsters of the Multiverse
A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqa—mighty beings of air&mdash
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation
Species
Mordenkainen Presents: Monsters of the Multiverse
of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of
existence, most often to the Material Plane. There they seek to bring a bit of their home plane’s splendor to other worlds.
Creating Your Character
At 1st level, you choose whether your character is a
Backgrounds
Ghosts of Saltmarsh
ink, an ink pen, a set of traveler’s clothes, and a leather pouch with 10 gp
FEATURE: I'LL PATCH IT!
Provided you have carpenter’s tools and wood, you can perform repairs on a
don’t belong to me, especially if they are very well made.
Saltmarsh Ties
Ships make Saltmarsh’s economy run. You have contacts with one of the following leaders in town. Choose
Kenku
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
Treasure Hunter
Haunted by an ancient crime that robbed them of their wings, the kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffer from a sinister
. They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the Dungeon Master’s Guide) or choose from the available options on the table to determine how that particular mongrelfolk’s madness is expressed. Map 8.2: Abbey of Saint Markovia - Ground FloorView
Player Version Most of the mongrelfolk in the abbey are locked up because they can’t be trusted to wander about unsupervised. The only mongrelfolk who are free to move about are the Abbot’s
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
adventurers wander into the area from a second entrance to the caverns (area 1) and become embroiled in the hunt. Whether they choose to avoid the hunting party, aid the hook horrors, or negotiate their way
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
culminate in a journey called peregrination, where they wander the world until they find a new place to call home. The few men who reside permanently in Setessa live in the Amatrophon, training and
fluidly between roles, and a few choose a special role that Setessans view as standing outside the dichotomy of gender, living in Ophis Tower. The warriors of Ophis Tower are martially trained as women are
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world
lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Celestial Expanded Spells Spell Level Spells 1st
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Githzerai Traveler Githzerai travelers wander the multiverse to train and pursue cosmic enlightenment. These githzerai learn to manipulate planar energies to create wondrous effects. Githzerai
), see invisibility
Bonus Actions
Matter Manipulation (Recharge 4–6). The githzerai manipulates the energy of the plane of existence it’s on to produce one of the following effects (choose one or roll
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Tri-flower Frond If this encounter occurs while the characters are traveling, they wander into a patch of 1d4 tri-flower fronds (see appendix D) which seem like ordinary plants until they strike. If
–72 Potion of animal friendship 73–74 Potion of vitality 75–76 Spell scroll (choose a 1st-level spell) 77–78 A stoppered vial of wyvern poison (see chapter 8 of the Dungeon Master’s Guide) 79–80 An
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
have little interest in the world beyond their island. The Five Nations are a place of chaos and war. With this in mind, what has caused you to leave your island and wander the world? Are you in search
your DM allows it, your elf character can forgo Elf Weapon Training and instead take the elf trait based on their culture:
An Aereni elf can choose one skill or tool proficiency. Your proficiency
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Witchlight Hands Witchlight hands are the backbone of the Witchlight Carnival, a motley collection of individuals who operate many of the booths, make repairs, feed and exercise the animals, keep an
Witchlight hand background don’t learn magic as part of their upbringing, but they can choose to account for this by selecting a spellcasting class.) Witchlight Hand Medium or Small Humanoid, Any
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
befriended, or you can choose an option that you like. Work with your DM to flesh out this friendship. This companion hangs around you while you’re in the carnival, but it won’t voluntarily leave the
a 5-foot radius and dim light for an additional 5 feet Feature: Carnival Fixture The Witchlight Carnival provides you with free, modest lodging and food. In addition, you may wander about the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
widespread rumors of how Dran Enterprises punishes anyone who talks about the organization’s business. However, he has heard and shares that many Dran Enterprises employees wander the northern part of
spend 20 gp on replacement parts, if any character knows the mending cantrip, or if any character is proficient with land vehicles. Dabahl cannot afford the repairs or offer to pay the characters for
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
set of traveler’s clothes, and a leather pouch with 10 gp Feature: I’ll Patch It! Provided you have carpenter’s tools and wood, you can perform repairs on a water vehicle. When you use this ability, you
fully repaired. Life at Sea Your life at sea and in port has shaped you; you can roll on the following table to determine its impact or choose an element that best fits your character. d6 Sea’s
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
might hail from any corner of Krynn. Below are just a few of the distinct human nations of Ansalon. You might be a member of any of these societies, or you can choose another home to define as you
inhabited by kender, scattered human tribes wander the Dairly Plains and coasts bordering the Blood Sea of Istar. Many inhabit ancient Istarian ruins, occasionally forced to grapple with half
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
repairs.” Riddle of the Carousel The carousel’s eight unicorns ride in pairs, and each unicorn wears a name tag on its bridle. Some of the names are legible, while other name tags are worn and
/Sunrise (S _ _ _ I S _). Otherwise, choose names from idioms or proverbs with which your players are familiar. When the characters are done painting names on the unicorns, Diana offers them a free ride on
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
finish the repairs. If they don’t, Halia grows frustrated. She chides the characters for getting in the way. Halia tells them not to bother her again until the miners are finished repairing the building
. Alternatively, the characters can choose to help with the repair efforts in unconventional ways, using whatever magic or tools are at their disposal. Feel free to adjudicate these unconventional repair
Magic Items
Infernal Machine Rebuild
, necessitating seven days’ worth of repairs and reprogramming, as well as the expenditure of 500 gp in parts, before it can be used again. When these repairs are done, the cumulative chance of
stop moving for 10 minutes or more, you discover that your boots or shoes have set down roots that must be pulled free with a successful DC 20 Strength check.
39
Choose a creature you can see
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the
magic 13th dimension door 17th mislead You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the characters choose to deal with the bone devil rather than give up their magic items, the headmaster leads them south through areas 2, 3, 6, 38, 39, and 46. It waits for them in area 46b while
candidate who can hold their own against the other students is granted admittance, having passed the headmaster’s “exam” in so doing.
A character admitted to Dweomercore is free to wander the halls and talk to other students, until such time as that character gets into trouble and is expelled or murdered.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Charisma (Performance) check, raising the carnival’s mood by 1 step on a success. If multiple characters choose to perform together, make it a group check instead, but raise the carnival’s mood by 3 steps
, spinning a thread of golden light that winds its way to the chosen reveler. If the mood of the carnival is positive, choose the character who improved the carnival’s mood the most, or ask the players
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, he or she emerges safely at the foot of the tower. Each time the characters choose a wrong path, they emerge at one of the other maze areas described below, which you can use in any order you like. If
the characters make the wrong choice more than six times, you can reuse areas, create new ones of your own, or let the characters wander down a path much longer than usual before encountering the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
creature you can see within 15 feet of you. Choose one of the following effects: Weal. The creature has advantage on attack rolls, ability checks, and saving throws for the next hour. Woe. The creature
friends, until Madam Eva began bargaining with the creatures of the night. “We may wander amid the shadows,” Mother Luba said. “But we must ever serve as a light to our fellow travelers.”
Some
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
or she emerges safely at the foot of the tower. Each time the characters choose a wrong path, they emerge at one of the other maze areas described below, which you can use in any order you like. If
the characters make the wrong choice more than six times, you can reuse areas, create new ones of your own, or let the characters wander down a path much longer than usual before encountering the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
along one side of the town. Its water is a strange phosphorescent green color.
The characters can wander around the town as desired, but the only thing that greets them is the wind blowing through
which is written: “There’s a Fortune to Be Made in Fortune!”, “Choose Fortune and Win!”, and “Tokens! Lowest Prices!” The grass, trees, and other plants in the area appear normal. Birds and rodents can
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
bonfire’s core.
“We come from an ancient land whose name is long forgotten—a land of kings. Our enemies forced us from our homes, and now we wander the lost roads.”
The dark shape in the fire takes the
us. He said, ‘I owe you my life. Stay as long as you wish, leave when you choose, and know that you will always be safe here.’”
The figure in the dancing fire vanquishes its final foe, then disperses
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Factions Factions are like political parties, religious organizations, or secret societies. Players can choose a connection to one of five factions: the Harpers, the Order of the Gauntlet, the
widespread group of wilderness survivalists preserves the natural order while rooting out unnatural threats. Many of the Enclave’s members are barbarians, druids, and rangers. Some wander the untamed
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
examples of phenomena that could serve as omens of the various gods. Although they each have their own areas of concern, any god can manipulate the natural world as they please. You can choose a god to
dramatically, then repairs itself.
4 32 A four-winged bird circles overhead.
5 33 The sun or moon appears to have four glowing wings.
6 34 Water or wind sounds like cheering
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
the obstacle and move on. A character who fails remains where they are and can try again next turn. If they fail by 5 or more, they also take 2 damage of a type you choose, consistent with the test
expansive sea cave contains berths for oceangoing vessels, animal pens for livestock, a dry dock for ship repairs, and a blue-level restricted area for cargo storage. New recruits arriving at the Sea Dock are
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
adventurers can be determined by answering the following questions: Does the archfey engage with visitors or shun them? Does the archfey wander their domain, or do they prefer to remain in their lair
personalities (choose two other personalities from this table). They shift back and forth between these personalities at certain times or when certain conditions are met. 6 Mischievous. The archfey is a






