Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'class risk groups to have relying'.
Other Suggestions:
class raise group to have rolling
class raise ground to have rolling
class rise group to have rolling
class raise groups to have rolling
class rock group to have rolling
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and across the multiverse. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in
whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain
Monsters
Mordenkainen Presents: Monsters of the Multiverse
delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat
;s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction.Fire, Lightning, PoisonCold; Bludgeoning, Piercing, and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.
Abishais stand
work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by
Monsters
Mordenkainen Presents: Monsters of the Multiverse
groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.
Abishais stand outside the normal hierarchy of the
do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with
Backgrounds
Sword Coast Adventurer's Guide
, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for
innkeepers, rangers, and the clergy of gods that are aligned with the Harpers’ ideals.
The Order of the Gauntlet: One of the newest power groups in Faerûn, the Order of the Gauntlet has an
Magic Items
Guildmasters’ Guide to Ravnica
Innovation is a dangerous pursuit, at least the way the mages of the Izzet League engage in it. As protection against the risk of an experiment going awry, they have developed a device to help
know or have prepared. The spell you choose must be on your class’s spell list and of a level for which you have a spell slot, and you must provide the spell’s components.
You expend a spell
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases
Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction.Fire, PoisonCold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Backgrounds
Guildmasters’ Guide to Ravnica
positions of power.
Orzhov Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Orzhov Guild Spells table are added to the spell list of your spellcasting class
convinced that everyone I know is plotting against me.
3
I’ll brave any risk if the monetary reward is great enough.
4
I am convinced that I am far more important than anyone else is
Species
Spelljammer: Adventures in Space
Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light. That light manifests
determine the scores, such as rolling or point buy.
The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You’re free to follow those
Backgrounds
Guildmasters’ Guide to Ravnica
leave the Dimir and join this guild, but there is no escaping the Dimir.
8
I chose this guild at random or on a lark.
Dimir Guild Spells
Prerequisite: Spellcasting or Pact Magic class
feature
For you, the spells on the Dimir Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to
Backgrounds
Guildmasters’ Guide to Ravnica
proven to be a danger to them. The members of the enclave will shield you from the law or anyone else searching for you, though they will not risk their lives in this effort.
In addition, as a guild
class feature
For you, the spells on the Selesnya Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells
Backgrounds
Guildmasters’ Guide to Ravnica
’t be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Simic Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you
, the spells on the Simic Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them
Paladin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.
Adventuring
. Although the class features related to your oath don’t appear until you reach 3rd level, plan ahead for that choice by reading the oath descriptions at the end of the class. Are you a devoted
Saving Throws
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Rules
; you are forced to make one because your character or monster is at risk of harm.
To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity
modifier for a Dexterity saving throw.
A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the DM.
Each class gives
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
other useful items, but if they are at risk of discovery, they run away rather than attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation
where the townsfolk would try to hunt down all kobolds and put the tribe’s survival at risk.
Some aggressive individual kobolds and tribes do exist, but in general kobolds don’t purposely
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
as a danger. Such groups will hide you from the law or anyone searching for you, though they won’t risk their lives for you. Additionally, you can tell whether an object you can see and touch is from
travelers have shared experiences. You can find a place to hide, rest, or recuperate among sympathetic trading caravans, itinerant families, or displaced groups, so long as you don’t present yourself
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
encounter three bickering factions of Cynidiceans who seek to reinstate their once-proud kingdom. Characters can align with one or more factions, reaping the rewards of membership at the risk of ostracizing
rival groups. As the characters explore the ziggurat, they slowly uncover clues of the tragedy that befell Cynidicea and its people. While braving clever traps, evil cultists, and restless Undead, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, a D&D campaign runs the risk of retreading the same ground long after the enjoyment’s gone. Just as actors or writers drift away from those other mediums, so can players — the actors and writers of a
around the characters and in response to their actions. World-shaking events force conflict. They set new events and power groups in motion. Their outcomes change the world by altering the tone of the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
clambering across rooftops. They favor ambush tactics and avoid confrontations with stronger forces, relying on their superior mobility to make their escape. Rubblebelt Stalker
Medium humanoid (any
race), chaotic neutral
Armor Class 14 (piecemeal armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft., climb 30 ft.
STR
10(+0)
DEX
15(+2)
CON
12(+1)
INT
10(+0)
WIS
14
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
The Angry Relying on violence to sustain their existence, the Angry grow more powerful when their foes fight back. If a creature opts not to attack, though, the Angry becomes confused, and its
attacks weaken. Each of the Angry has two heads, which bicker with each other until they find something else on which they can vent their wrath. The Angry
Medium monstrosity, neutral evil
Armor Class 18
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Bow’s End Tavern Bow’s End Tavern is Strixhaven’s most popular late-night hangout. It opens at 6:00 p.m. and closes at 11:00 p.m. on class nights and 2:00 a.m. on weekends. The tavern is a squat but
of oak and black leather. Live musical acts often set up on the tavern’s patio, including performing groups made up of students, faculty, and staff alike.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
parks. Horncaller
Medium humanoid (any race), lawful good
Armor Class 13 (hide armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft.
STR
13(+1)
DEX
12(+1)
CON
14(+2)
INT
community, and she has many non-Selesnya friends aside from the Guildpact. One of the most active advocates of cooperation among the guilds, she is relying on personal connections with members of other guilds to help that effort.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
don’t normally choose to make a save; you must make one because your character or a monster (if you’re the DM) is at risk. A save’s result is detailed in the effect that caused it. If you don’t want to
Bonus You add your Proficiency Bonus to your saving throw if you have proficiency in that kind of save. See “Proficiency” later in this chapter. Difficulty Class The Difficulty Class for a saving
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
conventional persuasion fails, or they might be rude and demanding, using and relying on charmed, obedient minions. Enchanter Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
don’t normally choose to make a save; you must make one because your character or a monster (if you’re the DM) is at risk. A save’s result is detailed in the effect that caused it. If you don’t want to
Bonus You add your Proficiency Bonus to your saving throw if you have proficiency in that kind of save. See “Proficiency” later in this chapter. Difficulty Class The Difficulty Class for a saving
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
What You’ll Find Within Chapter 1 brims with new features and subclasses for the classes in the Player’s Handbook, and it presents the artificer class, a master of magical invention. The chapter also
offers feats for groups that use them. Chapter 2 contains patrons who can become one of the driving forces behind your group’s adventures. Chapter 3 sparkles with new magical options, including
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
alleviates the risk of players losing interest. For example, if the overall story of your adventure involves a quest to deliver a priceless relic to a remote monastery, each encounter along the way is an
groups (or their leaders) to end the conflict that embroils them. As a complication, the characters might have enemies on one or both of the opposing sides, or some other group or individual might be
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
any attack, relying on their superior strength and tactical insight to overcome anything that stands in their way. Few orc tribes actively seek out orogs to bolster their ranks. The orogs’ superiority
. Orog
Medium humanoid (orc), chaotic evil
Armor Class 18 (plate)
Hit Points 42 (5d8 + 20)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
12 (+1)
WIS
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
identity. She also speaks little, relying on sharp hand gestures to direct dragonnel-riders in flight. Red Ruin
Medium Humanoid, Lawful Evil
Armor Class 20 (plate, shield)
Hit Points 150 (20d8
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
crime syndicate, while the others include the following groups: Voice of
BRELAND
Blood ADDICTS’ Dragon Drug
Imagine it: a long-lasting state of euphoria, a feeling of power and energy, a measurable
impact on certain magical powers, and the risk of addiction and deadly overdose with every use. That’s the thrill of the drug called dragon’s blood, which currently enjoys skyrocketing popularity in
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
researchers find that their usefulness outweighs this risk. Galvanice Weird
Medium elemental, chaotic neutral
Armor Class 12 (natural armor)
Hit Points 22 (3d8 + 9)
Speed 30 ft.
STR
14(+2
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
class is that no two fighters ply their craft in quite the same way; their weapons, armor, and tactics differ across a vast spectrum. On the other hand, regardless of the tools and methods one uses, at
the heart of every fighter’s motivation lies the same basic truth: it is better to wound than to be wounded. Although some adventuring fighters risk their lives fighting for glory or treasure, others
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
it is considered a gift of their gods. Characters with the bard class who rise to prominence among these folk must align themselves with their clan’s priests and shamans or risk being outcast. Most
skalds are members of the College of Valor, as described in the Bard College class feature in the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ochre Jelly Ochre jellies are yellowish blobs that can slide under doors and through narrow cracks in pursuit of creatures to devour. They have enough bestial cunning to avoid large groups of enemies
Large ooze, unaligned
Armor Class 8
Hit Points 45 (6d10 + 12)
Speed 10 ft., climb 10 ft.
STR
15 (+2)
DEX
6 (−2)
CON
14 (+2)
INT
2 (−4)
WIS
6 (−2
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, moving in her social circle, and dancing to the music of her first-class orchestra are delights to be savored—and entirely worth the risk of discovery. To adventurers, though, these delights might
not be sufficient motivation to take that risk. The Grand Masquerade is a fantastic adventure backdrop, but not a complete adventure. Adventurers need a good reason to attend; you can give them one by