Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'college ward red'.
Other Suggestions:
college world red
college war red
college were red
college work red
Monsters
Strixhaven: A Curriculum of Chaos
ward, pass without trace, speak with plantsWither Burst. When the pledgemage sees a creature within 30 feet of itself drop to 0 hit points, the pledgemage channels the expended life essence and targets
its turns, ending the effect on itself on a success.Deep in the fog and muck of the swamp, the students of Witherbloom College—first as witherbloom apprentice;apprentices and then as pledgemages
Monsters
Acquisitions Incorporated
person, magic weapon, silence, spiritual weapon
3rd level (3 slots): beacon of hope, crusader's mantle, dispel magic, mass healing word, spirit guardians
4th level (3 slots): death ward, freedom of
or misses, Omin can grant the creature a +10 bonus to that roll.Ominifis Hereward Dran spent his formative years in the small waystop of Red Larch, where his mother, Prophetess, ran a popular inn and
Monsters
Strixhaven: A Curriculum of Chaos
chooses a point within 150 feet of himself, and a 20-foot radius sphere centered on that point fills with a burst of searing, blood-red mist. Each creature of Murgaxor’s choice that he can see in
the following to give them context about this evil spellcaster:
Murgaxor is a bullywug who attended Strixhaven 200 years ago. He was a member of Witherbloom College, though there are no records of
Monsters
Fizban's Treasury of Dragons
dragon are terrorizing a nearby halfling settlement. One solution is to get rid of the dragon.
6
An emerald dragon is the headmaster in absentia of a bardic college and must be convinced to defend
the school in a contest against a rival college.
7
An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how they respond.
8
An
Monsters
Fizban's Treasury of Dragons
legendary emerald dragon are terrorizing a nearby halfling settlement. One solution is to get rid of the dragon.
6
An emerald dragon is the headmaster in absentia of a bardic college and must be
convinced to defend the school in a contest against a rival college.
7
An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how they respond
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
corpse’s ears for three days to ward off any retribution, and then bury or burn them.
Three ravens is always a good sign.
It is good luck to spit where you are about to sleep.
Gnome bones can
ward off diseases if they are worn.
Don’t stand inside a ring of stones, mushrooms, or any other kind of circle.
Seeing a shooting star before a battle is bad luck. To ward it off, you must
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Witherbloom Student You filled your childhood with rudimentary alchemical experiments, all in the hope of becoming a student of Witherbloom College. The life sciences are the focus of your reading
Witherbloom College. Skill Proficiencies: Nature, Survival Tool Proficiencies: Herbalism kit Languages: One of your choice Equipment: A bottle of black ink, an ink pen, a book about plant
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Witherbloom Student You filled your childhood with rudimentary alchemical experiments, all in the hope of becoming a student of Witherbloom College. The life sciences are the focus of your reading
Witherbloom College. Skill Proficiencies: Nature, Survival Tool Proficiencies: Herbalism kit Languages: One of your choice Equipment: A bottle of black ink, an ink pen, a book about plant
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
pugnacious mule in rampant pose stands on a field of red and white — colors said to represent the blood and tears the people of the Southern Ward have shed during their labors. Not a landmark as such
Southern Ward It is called the Southern Ward, not the South Ward. Waterdavians are peculiar about this, and if you insist on referring to it as the South Ward, expect to be corrected or thought a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
pugnacious mule in rampant pose stands on a field of red and white — colors said to represent the blood and tears the people of the Southern Ward have shed during their labors. Not a landmark as such
Southern Ward It is called the Southern Ward, not the South Ward. Waterdavians are peculiar about this, and if you insist on referring to it as the South Ward, expect to be corrected or thought a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
minor as stubbing a toe or breaking a wagon wheel, or as catastrophic as slipping and accidentally falling off a cliff. It is also invoked to ward off her attentions when someone is doing something in
symbol) to ward off misfortune. The same gesture raised to the head signifies a salute; when pointed at someone, the “horns” indicate ill favor directed toward that individual. Many druids worship
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
minor as stubbing a toe or breaking a wagon wheel, or as catastrophic as slipping and accidentally falling off a cliff. It is also invoked to ward off her attentions when someone is doing something in
symbol) to ward off misfortune. The same gesture raised to the head signifies a salute; when pointed at someone, the “horns” indicate ill favor directed toward that individual. Many druids worship
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
return to his true form, which is a human. Riffel agrees to take the characters to the Three Moons Vault’s secret entrance. Before the party leaves, Argentia leads a quick rite to cast a protective ward
over Riffel. For the next 12 hours, Riffel and allies within 10 feet of him are immune to the Forced Transformation effect of Teremini’s curtain of red moonlight (see the “Environmental Effects
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
return to his true form, which is a human. Riffel agrees to take the characters to the Three Moons Vault’s secret entrance. Before the party leaves, Argentia leads a quick rite to cast a protective ward
over Riffel. For the next 12 hours, Riffel and allies within 10 feet of him are immune to the Forced Transformation effect of Teremini’s curtain of red moonlight (see the “Environmental Effects
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Lorehold Student You have spent your youth preparing to be a student of Lorehold College, reading every book on the college’s recommended reading list for prospective students. Your academic passions
Lorehold college. The Lorehold Personality Traits table suggests a variety of traits you might adopt for your character. Lorehold Personality Traits d6 Personality Trait 1 I thrive on esoteric lore
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Lorehold Student You have spent your youth preparing to be a student of Lorehold College, reading every book on the college’s recommended reading list for prospective students. Your academic passions
Lorehold college. The Lorehold Personality Traits table suggests a variety of traits you might adopt for your character. Lorehold Personality Traits d6 Personality Trait 1 I thrive on esoteric lore
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
based in events that the tribe has experienced. Here are a few examples: If a dwarf or a human invokes its god upon dying, you must carry the corpse’s ears for three days to ward off any retribution, and
then bury or burn them. Three ravens is always a good sign. It is good luck to spit where you are about to sleep. Gnome bones can ward off diseases if they are worn. Don’t stand inside a ring of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
based in events that the tribe has experienced. Here are a few examples: If a dwarf or a human invokes its god upon dying, you must carry the corpse’s ears for three days to ward off any retribution, and
then bury or burn them. Three ravens is always a good sign. It is good luck to spit where you are about to sleep. Gnome bones can ward off diseases if they are worn. Don’t stand inside a ring of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Converted Windmill: Winter An evil dragonborn named Thrakkus has converted an old, fire-scorched windmill in the Field Ward into a butcher’s shop. A member of the Guild of Butchers, Thrakkus has a
brought to him in the dead of night, most often delivered by Sidra Romeir (see chapter 8, area K2) in a covered cart pulled by a draft horse. Butchery A red wooden sign carved to look like a butcher’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
hierarchy, he is allowed to wear the red and green robes of a master. Of course, when he wears these robes, his occupation is easily identified by those who know of the cabal. This recognition could be a
for organizations presented earlier in this chapter. A player character necromancer might cultivate renown within the Cabal of Thar-Zad, while a bard seeks increasing renown within the College of Mac-Fuirmidh.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Converted Windmill: Winter An evil dragonborn named Thrakkus has converted an old, fire-scorched windmill in the Field Ward into a butcher’s shop. A member of the Guild of Butchers, Thrakkus has a
brought to him in the dead of night, most often delivered by Sidra Romeir (see chapter 8, area K2) in a covered cart pulled by a draft horse. Butchery A red wooden sign carved to look like a butcher’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
hierarchy, he is allowed to wear the red and green robes of a master. Of course, when he wears these robes, his occupation is easily identified by those who know of the cabal. This recognition could be a
for organizations presented earlier in this chapter. A player character necromancer might cultivate renown within the Cabal of Thar-Zad, while a bard seeks increasing renown within the College of Mac-Fuirmidh.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Market Ward The Market Ward is where most of Port Nyanzaru’s regular shops are located and where most of its tradesfolk, merchants, and other middle-class residents live and work. 18. Red Bazaar No
one knows how the Red Bazaar got its name. One story is that the label comes from the huge slabs of dinosaur meat sold here and the resulting buckets of blood that stain the rain-washed gutters, and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Market Ward The Market Ward is where most of Port Nyanzaru’s regular shops are located and where most of its tradesfolk, merchants, and other middle-class residents live and work. 18. Red Bazaar No
one knows how the Red Bazaar got its name. One story is that the label comes from the huge slabs of dinosaur meat sold here and the resulting buckets of blood that stain the rain-washed gutters, and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Market Ward Sigil boasts a market so vast it constitutes its own ward. Nestled between the bureaucratic Clerks’ Ward and the dignified Lady’s Ward, the Market Ward buzzes with business at all hours
. Portals to trade cities across the planes lie scattered throughout its districts and the innumerable businesses among them. The Market Ward was once two wards, the other being the Guildhall Ward
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Market Ward Sigil boasts a market so vast it constitutes its own ward. Nestled between the bureaucratic Clerks’ Ward and the dignified Lady’s Ward, the Market Ward buzzes with business at all hours
. Portals to trade cities across the planes lie scattered throughout its districts and the innumerable businesses among them. The Market Ward was once two wards, the other being the Guildhall Ward
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Malar The Beastlord, the Black-Blooded One Malar epitomizes the dark side of nature, the world that is red in tooth and claw. His faithful believe the hunt is the center point between life and death
a hunt. Such supplicants pray to Malar for two reasons: to beg the aid of his peerless skill as a hunter, or to adopt his fearsome mantle and thus ward off other predators. Malar is the god of those
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Malar The Beastlord, the Black-Blooded One Malar epitomizes the dark side of nature, the world that is red in tooth and claw. His faithful believe the hunt is the center point between life and death
a hunt. Such supplicants pray to Malar for two reasons: to beg the aid of his peerless skill as a hunter, or to adopt his fearsome mantle and thus ward off other predators. Malar is the god of those
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the characters are underway, read or paraphrase the following to summarize the journey: The journey from Promise leads north through the Ribbon, where clustered farmhouses dot the dark-red ground
character who succeeds on a DC 14 Intelligence (Nature) check notices that many of the farms in the Ribbon are touched by blight and the animals are thin. Either Lady Dre or Proclaimer Ward can explain that
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the characters are underway, read or paraphrase the following to summarize the journey: The journey from Promise leads north through the Ribbon, where clustered farmhouses dot the dark-red ground
character who succeeds on a DC 14 Intelligence (Nature) check notices that many of the farms in the Ribbon are touched by blight and the animals are thin. Either Lady Dre or Proclaimer Ward can explain that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
bounded by rivers or walls. But in Waterdeep, one can traverse from ward to ward by crossing a street — a fact that offers the drivers of hire-coaches some amusement when an ignorant tourist requests a
ride to an adjacent ward. Each ward has its own history, legends, and traditions based around who lived there in the past, famous or infamous events, and the uncanny things that continue to occur
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
bounded by rivers or walls. But in Waterdeep, one can traverse from ward to ward by crossing a street — a fact that offers the drivers of hire-coaches some amusement when an ignorant tourist requests a
ride to an adjacent ward. Each ward has its own history, legends, and traditions based around who lived there in the past, famous or infamous events, and the uncanny things that continue to occur
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Clerks’ Ward The wheels of bureaucracy turn steadily in the Clerks’ Ward, an administrative haven for bookkeepers, scribes, and petty officials. Like oil to a machine, the Clerks’ Ward provides a
necessary conformity to Sigil’s turbulent streets under the fastidious eyes of the Fated. The pristine buildings within this affluent ward are well maintained and regularly patrolled by officers of the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Clerks’ Ward The wheels of bureaucracy turn steadily in the Clerks’ Ward, an administrative haven for bookkeepers, scribes, and petty officials. Like oil to a machine, the Clerks’ Ward provides a
necessary conformity to Sigil’s turbulent streets under the fastidious eyes of the Fated. The pristine buildings within this affluent ward are well maintained and regularly patrolled by officers of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Ward. He also collects fetid rainwater in small, red clay pots, which leach out just enough color that he can pass the water off as potions of healing. The potions have a faintly fruity aroma. A detect
Dock Ward Omin’s assignment takes the characters to Dock Ward in Waterdeep, a maze of seedy tenements, rough streets, and even rougher alleyways. If the characters have spent time in the city, they