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Returning 15 results for 'comfort wilds required'.
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Monsters
Candlekeep Mysteries
and Ryllia for imprisoning him in a place that reminds him of the people he lost in his childhood, though he also takes some comfort in being able to live out the life he could’ve had. His time
and eliminate agents of tyranny.
As long as Quill remains in Wisteria Vale, he is immune to all damage and automatically succeeds on all saving throws. This feature is suppressed if Quill wills it (no action required) or while he is within 15 feet of Renekor the beholder.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
goddess, the lady of fields, streams, and the wilds found in shire and glen, and the weather in such places. She is also a goddess of love, song, and dance. Keepers of the Home Cyrrollalee is goddess of
the hearth and hospitality, as well as of trust and handicrafts. Arvoreen is a defender-god, a watchful protector who sacrifices personal comfort for the safety of others. The Shadowed Gods
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
goddess, the lady of fields, streams, and the wilds found in shire and glen, and the weather in such places. She is also a goddess of love, song, and dance. Keepers of the Home Cyrrollalee is goddess of
the hearth and hospitality, as well as of trust and handicrafts. Arvoreen is a defender-god, a watchful protector who sacrifices personal comfort for the safety of others. The Shadowed Gods
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
required) and survive there. As the Elemental Planes extend farther from the Material Plane, they become increasingly unstable and hostile. In the outer regions, the elements exist in their purest form
and bleed together into an unending tumult of clashing energies and colliding substance called the Elemental Chaos. Elementals can be found here as well, but they usually don’t stay long, preferring the comfort of their native planes.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
required) and survive there. As the Elemental Planes extend farther from the Material Plane, they become increasingly unstable and hostile. In the outer regions, the elements exist in their purest form
and bleed together into an unending tumult of clashing energies and colliding substance called the Elemental Chaos. Elementals can be found here as well, but they usually don’t stay long, preferring the comfort of their native planes.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
repeats the save, ending the effect on itself on a success. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to
Speaker You can cast the Beast Sense and Speak with Animals spells but only as Rituals. Wisdom is your spellcasting ability for them. Level 3: Rage of the Wilds Your Rage taps into the primal power of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
repeats the save, ending the effect on itself on a success. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to
Speaker You can cast the Beast Sense and Speak with Animals spells but only as Rituals. Wisdom is your spellcasting ability for them. Level 3: Rage of the Wilds Your Rage taps into the primal power of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. Members of this circle become
hour, requiring no concentration, or until you dismiss it (no action required). Once you use this feature, you can’t use it again until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. Members of this circle become
hour, requiring no concentration, or until you dismiss it (no action required). Once you use this feature, you can’t use it again until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Forms to Guard the Wilds Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals. Changeable as the moon, a
Long Rest. You can also regain uses by expending a level 2+ spell slot for each use you want to restore (no action required). Level 14: Lunar Form The power of the moon suffuses you, granting you the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Forms to Guard the Wilds Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals. Changeable as the moon, a
Long Rest. You can also regain uses by expending a level 2+ spell slot for each use you want to restore (no action required). Level 14: Lunar Form The power of the moon suffuses you, granting you the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
colossus required an active crew including a captain with the Mark of Making, a weapons officer with the Mark of Storm, and a helmsman with the Mark of Passage. When absolutely necessary, though, the
comfort a low priority, only minimal crew quarters are provided, and the inside has no kitchen or dining areas. Normal operating procedure called for the crew to exit the colossus at night and camp
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
colossus required an active crew including a captain with the Mark of Making, a weapons officer with the Mark of Storm, and a helmsman with the Mark of Passage. When absolutely necessary, though, the
comfort a low priority, only minimal crew quarters are provided, and the inside has no kitchen or dining areas. Normal operating procedure called for the crew to exit the colossus at night and camp
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
provide comfort for off-duty guards.
The room includes a table and chairs for eating, a couch and several chairs for lounging, and a privy. A trunk on the east wall contains a dozen spare guard
check is required to spot the door from inside the passage. Characters can use this route to enter area T15 and avoid the trap there. Trapped Cabinets. All four cabinets in this room are locked and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
provide comfort for off-duty guards.
The room includes a table and chairs for eating, a couch and several chairs for lounging, and a privy. A trunk on the east wall contains a dozen spare guard
check is required to spot the door from inside the passage. Characters can use this route to enter area T15 and avoid the trap there. Trapped Cabinets. All four cabinets in this room are locked and