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Returning 22 results for 'clanging wise rolling'.
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Species
Eberron: Rising from the Last War
. Kalashtar are often seen as wise, spiritual people with great compassion for others. But there is an unmistakable alien quality to the kalashtar, as they are haunted by the conflicts of their otherworldly
an orphan kalashtar raised among strangers.
The bond to the spirit can cause some kalashtar to display unusual quirks. Consider rolling or selecting a trait from the Kalashtar Quirks table
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
. The kenku lack the talent to improvise or alter a plan, but a wise Master sets multiple plans in motion at once, confident that underlings can follow orders to the letter.
For this reason, many
legitimate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
elverquisst wine if he thinks it’ll keep their swords sheathed (see the “Taverns in Baldur’s Gate” sidebar). TAVERNS IN BALDUR’S GATE
No wise person walks the streets of Baldur’s Gate or enters one of its
rolling additional dice until they either stand or break. After everyone has had a turn, the highest point total (excluding players who busted) wins the game and takes the pot.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
elverquisst wine if he thinks it’ll keep their swords sheathed (see the “Taverns in Baldur’s Gate” sidebar). TAVERNS IN BALDUR’S GATE
No wise person walks the streets of Baldur’s Gate or enters one of its
rolling additional dice until they either stand or break. After everyone has had a turn, the highest point total (excluding players who busted) wins the game and takes the pot.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
flying from Emad’s shop measures 4 feet by 6 feet, has a capacity of 400 pounds, and has a flying speed of 60 feet. It can accommodate two Medium or Small creatures. After rolling initiative, each
can avoid rolling on the table again if you don’t move this turn. 7–10 No complication Ending the Chase The chase ends when either side gives up the chase, when the Ashen Heirs escape, or when the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
flying from Emad’s shop measures 4 feet by 6 feet, has a capacity of 400 pounds, and has a flying speed of 60 feet. It can accommodate two Medium or Small creatures. After rolling initiative, each
can avoid rolling on the table again if you don’t move this turn. 7–10 No complication Ending the Chase The chase ends when either side gives up the chase, when the Ashen Heirs escape, or when the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one. While holding this map, you have these benefits: You know the guidance
modifier. Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the wise: being friendly with a burly fellow who is good with a knife is one of your best defenses in the Field Ward. The other place you might solicit aid is Endshift Tavern, a popular stop for off
or gain by doing so will also readily set you on the right course if you’re simply polite.
Undercliff This area of rolling grassland and small wooded areas east of the city is a rural community
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one. While holding this map, you have these benefits: You know the guidance
modifier. Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the wise: being friendly with a burly fellow who is good with a knife is one of your best defenses in the Field Ward. The other place you might solicit aid is Endshift Tavern, a popular stop for off
or gain by doing so will also readily set you on the right course if you’re simply polite.
Undercliff This area of rolling grassland and small wooded areas east of the city is a rural community
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
investigate the interesting details they encounter in the world. When this happens, consider using a helpful NPC to take some of the pressure off. A wise elder might advise them that the situation is not as
danger and urgency by rolling dice behind your DM screen, even without an actual encounter!) Drain Character Resources. By draining the party’s Hit Points and spell slots, leaving the adventurers feeling
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
investigate the interesting details they encounter in the world. When this happens, consider using a helpful NPC to take some of the pressure off. A wise elder might advise them that the situation is not as
danger and urgency by rolling dice behind your DM screen, even without an actual encounter!) Drain Character Resources. By draining the party’s Hit Points and spell slots, leaving the adventurers feeling
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. Among this junk are 11,000 cp, 3,500 sp, 220 gp, and the bronze-plated skull of a slain adult red dragon (worth
items, determined by rolling on the Items in a Giant’s Bag table in the introduction. 16C. South Room Twelve iron-framed beds line the walls of this chamber. At the foot of each bed is an unlocked
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. Among this junk are 11,000 cp, 3,500 sp, 220 gp, and the bronze-plated skull of a slain adult red dragon (worth
items, determined by rolling on the Items in a Giant’s Bag table in the introduction. 16C. South Room Twelve iron-framed beds line the walls of this chamber. At the foot of each bed is an unlocked
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
star chart as part of your heavenly studies. It is a Tiny object, and you can use it as a Spellcasting Focus for your Druid spells. You determine its form by rolling on the Star Map table or by
Wisdom modifier. Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain Concentration, you can treat a roll of 9
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
star chart as part of your heavenly studies. It is a Tiny object, and you can use it as a Spellcasting Focus for your Druid spells. You determine its form by rolling on the Star Map table or by
Wisdom modifier. Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain Concentration, you can treat a roll of 9
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Parade), serves as the Gatehouse’s resident expert on the negative effects of planar magic. Hailing from the gate-town of Bedlam (detailed in chapter 3 of this book), Althax is a wise and compassionate
within 30 feet of each other to communicate telepathically for 1 hour. Make It Snappy. This rolling seafood cart sports a bottomless tank linked to an aquatic demiplane. Buyers who fish their own catch
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Parade), serves as the Gatehouse’s resident expert on the negative effects of planar magic. Hailing from the gate-town of Bedlam (detailed in chapter 3 of this book), Althax is a wise and compassionate
within 30 feet of each other to communicate telepathically for 1 hour. Make It Snappy. This rolling seafood cart sports a bottomless tank linked to an aquatic demiplane. Buyers who fish their own catch
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. The ogres are too stupid to surrender or flee; they fight to the death, wielding giant rolling pins that are treated as greatclubs. Archways in the north wall lead to storerooms with wooden shelves
clanging of metal and see ripples of heat throughout this brightly lit area. Those who linger here are susceptible to the effects of extreme heat (see the “Wilderness Survival” section in chapter 5 of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. The ogres are too stupid to surrender or flee; they fight to the death, wielding giant rolling pins that are treated as greatclubs. Archways in the north wall lead to storerooms with wooden shelves
clanging of metal and see ripples of heat throughout this brightly lit area. Those who linger here are susceptible to the effects of extreme heat (see the “Wilderness Survival” section in chapter 5 of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
piles of debris, the underground smithies and foundries are operational once more. The city is currently off limits to non-dwarves. Surbrin Hills Wise folk steer clear of the Surbrin Hills east of
, hurling benches, rain barrels, and whatever else they can find in lieu of rocks. Treasure Each hill giant has a sack containing 2d6 × 100 cp and 1d4 mundane items, determined by rolling on the Items in a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
piles of debris, the underground smithies and foundries are operational once more. The city is currently off limits to non-dwarves. Surbrin Hills Wise folk steer clear of the Surbrin Hills east of
, hurling benches, rain barrels, and whatever else they can find in lieu of rocks. Treasure Each hill giant has a sack containing 2d6 × 100 cp and 1d4 mundane items, determined by rolling on the Items in a