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Returning 30 results for 'comforts resolve grow to have repeats'.
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comfort resolve grows to have repeats
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comfort resolve grows to have retreats
Magic Items
Dungeon Master’s Guide
. Instead, you shrink as if you had cast Enlarge/Reduce on yourself and remain in that state for 1 minute.
73–77
Leaves grow from the creature nearest to the chosen point of origin. Unless they
30-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns
Monsters
Mordenkainen Presents: Monsters of the Multiverse
), a ki-rin can take one of the following lair actions, and it must finish a long rest before taking the chosen lair action again:
Create Comforts. The ki-rin conjures up one or more permanent objects
following magical effects is possible for travelers to encounter in the vicinity:
Blessed Nature. Beasts, Plants, and Celestials within 3 miles of the ki-rin’s lair grow more vigorous as they evolve
Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They
skill with sword, bow, and strategy.
Hidden Woodland Realms
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Tiers of Play As characters grow in power, their ability to change the world around them grows with them. It helps to think ahead when creating your campaign to account for this change. As the
hopes of striking a useful alliance. The tiers of play represent the ideal milestones for introducing new world-shaking events to the campaign. As the characters resolve one event, a new danger arises
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
comforts of home with them as possible. Non-stronghearts with a more practical bent can find strongheart travel habits maddening, but their lightfoot cousins typically enjoy the novelty of it — so
colors of humans, with most having brown hair. Unlike their lightfoot cousins, strongheart halflings often have blond or black hair and blue or green eyes. Males don’t grow beards or mustaches, but both
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, and unyielding resolve. They are deliberate and slow to act, careful to consider their plans and gather their strength before beginning any new enterprise. Once earth cultists resolve to act, they
cruel, an extreme narcissist who delights in surrounding himself with objects of beauty and luxurious comforts. Beneath this sneering self-assurance lies a bitter being who loathes himself and holds
Delerium Fragment
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
about the size of a finger. Crystals may be fist-sized or slightly larger, and geodes may be as big as a pumpkin. Massive clusters might grow taller than a human.
Delerium Properties
All delerium
instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
Delerium Chip
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
about the size of a finger. Crystals may be fist-sized or slightly larger, and geodes may be as big as a pumpkin. Massive clusters might grow taller than a human.
Delerium Properties
All delerium
instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
Delerium Geode
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
about the size of a finger. Crystals may be fist-sized or slightly larger, and geodes may be as big as a pumpkin. Massive clusters might grow taller than a human.
Delerium Properties
All delerium
instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
Delerium Massive Cluster
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
about the size of a finger. Crystals may be fist-sized or slightly larger, and geodes may be as big as a pumpkin. Massive clusters might grow taller than a human.
Delerium Properties
All delerium
instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
point of origin. Instead, you shrink as if you had cast Enlarge/Reduce on yourself and remain in that state for 1 minute. 73–77 Leaves grow from the creature nearest to the chosen point of origin
-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
point of origin. Instead, you shrink as if you had cast Enlarge/Reduce on yourself and remain in that state for 1 minute. 73–77 Leaves grow from the creature nearest to the chosen point of origin
-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Earth Earth symbolizes stability, rigidity, stern resolve, and tradition. The plane’s position opposite the Plane of Air in the ring of the Elemental Planes reflects its opposition to
process their ores and shape their precious metals. The border region between the planes of Water and Earth is a horrid swamp where twisted, gnarled trees and thick, stinging vines grow from the dense
Delerium Crystal
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
about the size of a finger. Crystals may be fist-sized or slightly larger, and geodes may be as big as a pumpkin. Massive clusters might grow taller than a human.
Delerium Properties
All delerium
instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
Delerium Shard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
about the size of a finger. Crystals may be fist-sized or slightly larger, and geodes may be as big as a pumpkin. Massive clusters might grow taller than a human.
Delerium Properties
All delerium
instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to collapse under our weight?
Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the adventurers’ action. Players roll dice to resolve whether
adventurers grow in might as the campaign continues. Each monster defeated, each adventure completed, and each treasure recovered not only adds to the continuing story, but also earns the adventurers new
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to collapse under our weight?
Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the adventurers’ action. Players roll dice to resolve
adventurers grow in might as the campaign continues. Each monster defeated, each adventure completed, and each treasure recovered not only adds to the continuing story, but also earns the adventurers
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the giant crane flies off, read the following boxed text aloud: Sticky mud squelches beneath your feet. Tangled mangroves grow out of pools of rippling water, half hidden by the thick fog, and purple
(Intimidation) group check. If the group check succeeds, the brigands are cowed by the characters’ resolve and retreat into the swamp rather than risk getting whomped by the party. On a failed check, the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Plinth, rises above the center of town. As one approaches the plinth, the fields and their flowers grow more vibrant, and all is awash with a sense of overwhelming tranquility. At the top of the spine
. Mortals and petitioners alike enjoy its rich comforts, particularly its warm, spiced ciders and fruity wines. Thanks to Elysium’s influence, vineyards in Ecstasy yield luscious grapes year-round, and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
for 1 minute to see creatures hostile to itself. The creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. 46. Hook Horror Nest The turf
the creature deals for 1 minute instead causes the target to gain 5 (1d10) temporary hit points per successful attack. The creature repeats the saving throw at the end of each of its turns, ending the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
unusual side effects. Anyone drinking the water gains the poisoned condition for 1 hour and has a 50 percent chance to spontaneously grow an extra head. The extra head can speak, see, and hear, but
appears to trigger the duergar’s sudden growth and battle prowess, but they drink only to firm up their resolve. See “Development” below.) The duergar are too inebriated to turn invisible. Because night
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
possible. The contest ends when the majority of one team can’t hold their handstands and either give up or fall over. Resolve the contest using DC 10 Strength (Athletics) group checks: each team
repeats the group check until one team fails it.
3 Shrub Pulling. Two frozen shrubs of roughly equal size are located nearby, and each team picks a champion. Whichever champion uproots their shrub
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
initiative count 20 (losing initiative ties), a ki-rin can take one of the following lair actions, and it must finish a long rest before taking the chosen lair action again: Create Comforts. The ki-rin
following magical effects is possible for travelers to encounter in the vicinity: Blessed Nature. Beasts, Plants, and Celestials within 3 miles of the ki-rin’s lair grow more vigorous as they evolve toward
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
if there is sufficient room for it to grow. It has advantage on attack rolls and on ability checks and saving throws that rely on Strength.
Contract. The professor becomes Small. Its walking speed
professors tweak probability to impede attacks and strike at the minds of their foes with lancing equations that disrupt the opponent’s resolve. Professors of theory hold that altering the way a person
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest. Hill Rune (7th Level or
, roll 3d4. You grow a number of inches in height equal to the roll. Moreover, the extra damage you deal with your Giant’s Might feature increases to 1d8. Master of Runes 15th-level Rune Knight
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
fungus is a Small, inanimate mushroom that can grow anywhere fungi are found in abundance. Its luminous, orange cap sheds Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. A
can be doused with 10 gallons of water. Exposure to a strong wind for 1 minute causes the inferno to grow, adding 1d4 new 10-foot Cubes to its volume. An inferno deprived of fuel burns itself out
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
forest. They hide here after pulling pranks on the garden’s denizens. Key Leaves. The shamrock leaves that grow in this area function as a key to the teleportation sundial in the maze (area G21). G3: Great
given time, 1d4 friendly leprechauns (see appendix B) are here, enjoying the comforts of their home. Hidden Home. An illusion hides the front door to the tree house at ground level. A character who
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
wide cavern is strewn with boulders. A gaping sinkhole drops down near the cave’s center and plummets into darkness.
Two gas spores grow in this cavern, one tucked among the boulders near the sinkhole
auras of blue and pink light. Many-faceted crystals grow around the periphery, reflecting the light in scintillating patterns.
This dimly lit cave is a planar nexus through which Iggwilv once
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
perpetually in full bloom. The reflecting pool is 1 foot deep. Sundial. The sundial here functions identically to the one in the hedge maze (area G21), but the leaves required to operate it don’t grow within
couple. They’re fiercely protective of the pair. Breaking the Enchantment. If the characters break the fountain’s enchantment on Argus and Hamish, the two are grateful but ultimately resolve to remain
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
: the Moonwood to the west, the Coldwood to the east, and the Druarwood between them. The Glimmerwood’s pine, fir, and spruce trees grow atop the rocky foothills and escarpments of two converging
important matters and plan for the tribe’s future. While Halric enjoys the comforts of a king, the rest of the tribe lives in squalor. At various times in the past, visitors were welcome to meet and