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Returning 35 results for 'common wanderers revealing'.
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common wandered revealing
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Magic Items
Acquisitions Incorporated
Map of Shortcuts
At rank 3, your map case becomes a common magic item. In addition to storing normal maps, your cartographer’s map case can be used to generate a special map identifying a
shortcut. You can use your action to make a DC 15 Wisdom (Perception) check, with a success revealing a map buried in your cartographer’s map case noting a relevant shortcut . Your travel time is
Magic Items
Quests from the Infinite Staircase
lantern’s flame goes out, the creature attuned to it immediately dies. One exception to this rule exists (see the “Destroying the Lantern” section).
Revealing Light. The lantern sheds
5,000 gp
Destroying the Lantern. To destroy the lantern, the creature attuned to it must forsake all material possessions except for the lantern and common clothes. Then the creature must
Backgrounds
Sword Coast Adventurer's Guide
choice, as appropriate to your factionLanguages: Two of your choiceEquipment: Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common
: In recent years, the Zhentarim have become more visible in the world at large, as the group works to improve its reputation among the common people. The faction draws employees and associates
Backgrounds
Guildmasters’ Guide to Ravnica
;Disguise kit
Languages: One of your choice
Equipment: A Dimir insignia, three small knives, a set of dark-colored common clothes, and the starting equipment of the background described in this
Traits
d8
Personality Trait
1
I’m good at hiding my true thoughts and feelings.
2
When I’m in doubt about revealing something, I assume it’s a secret, and I
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
parents.
Diplomats or Wanderers
Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and
.
EXCELLENT AMBASSADORS
Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their
and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
home plane, the Outlands, and the Great Wheel beyond. These bariaur wanderers often serve as guides in the Outlands, assisting visitors by eagerly suggesting gate-town attractions and other points of
interest. Throughout their travels, these hardy wanderers absorb ambient planar energies, adapting to the vast and varied terrains of the Outer Planes and frequently taking on aspects of those planes
Compendium
- Sources->Dungeons & Dragons->Monster Manual
communities or wanderers on pilgrimages. Priest Acolyte Medium or Small Humanoid (Cleric), Neutral
AC 13 Initiative +0 (10)
HP 11 (2d8 + 2)
Speed 30 ft.
Ability Score Mod Save
Str 14
, Holy Symbol, Mace
Senses Passive Perception 12
Languages Common
CR 1/4 (XP 50; PB +2)
Actions
Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage plus 2 (1d4) Radiant
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
A Broad Spectrum With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little
hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
A Broad Spectrum With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little
hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
home plane, the Outlands, and the Great Wheel beyond. These bariaur wanderers often serve as guides in the Outlands, assisting visitors by eagerly suggesting gate-town attractions and other points of
interest. Throughout their travels, these hardy wanderers absorb ambient planar energies, adapting to the vast and varied terrains of the Outer Planes and frequently taking on aspects of those planes
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
A Broad Spectrum With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little
hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
A Broad Spectrum With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little
hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Monster Manual
communities or wanderers on pilgrimages. Priest Acolyte Medium or Small Humanoid (Cleric), Neutral
AC 13 Initiative +0 (10)
HP 11 (2d8 + 2)
Speed 30 ft.
Ability Score Mod Save
Str 14
, Holy Symbol, Mace
Senses Passive Perception 12
Languages Common
CR 1/4 (XP 50; PB +2)
Actions
Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage plus 2 (1d4) Radiant
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, they resemble giant apes with pale fur and ram-like horns. Yetis easily blend in with snow and icy cliffs, revealing themselves with blood-chilling howls just before striking with their icy claws
yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes’ aversion to fire.
Richard Luong
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, they resemble giant apes with pale fur and ram-like horns. Yetis easily blend in with snow and icy cliffs, revealing themselves with blood-chilling howls just before striking with their icy claws
yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes’ aversion to fire.
Richard Luong
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
occasional adventuresome rock gnome takes up residence in a human or dwarven city. Rock gnome communities are most common in the Western Heartlands and along the coast of the Shining Sea, but gnome
wanderers travel between communities across Faerûn in order to trade with or learn from outsiders, including members of other races. Rock gnomes who leave their communities often find work by using their
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Garden Denizens Fey creatures, awakened animals and plants, and wanderers both Humanoid and otherwise call the garden home. Some of its long-standing residents were once visitors from faraway places
animals in the garden speak Common and Sylvan. The Gardener The archfey who governs the Eternal Garden is known simply as the Gardener (see appendix B). The Gardener was a lifelong friend of Caerwyn and
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
unpredictably, but it is always visible for wanderers lost and in need. Just beyond the city whirls a massive, ever-threatening, ethereal cyclone known as the Keening Gloom—a looming threat that’s a
grim reminder of the Citadel’s precarious position. Heroes and paupers meet on equal footing in the Radiant Citadel. By common agreement, power and resources are equitably shared. Dignity is afforded to all, and great need is met with great aid.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
it is always visible for wanderers lost and in need. Just beyond the city whirls a massive, ever-threatening, ethereal cyclone known as the Keening Gloom—a looming threat that’s a grim reminder of
the Citadel’s precarious position. Heroes and paupers meet on equal footing in the Radiant Citadel. By common agreement, power and resources are equitably shared. Dignity is afforded to all, and great need is met with great aid.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
it is always visible for wanderers lost and in need. Just beyond the city whirls a massive, ever-threatening, ethereal cyclone known as the Keening Gloom—a looming threat that’s a grim reminder of
the Citadel’s precarious position. Heroes and paupers meet on equal footing in the Radiant Citadel. By common agreement, power and resources are equitably shared. Dignity is afforded to all, and great need is met with great aid.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
occasional adventuresome rock gnome takes up residence in a human or dwarven city. Rock gnome communities are most common in the Western Heartlands and along the coast of the Shining Sea, but gnome
wanderers travel between communities across Faerûn in order to trade with or learn from outsiders, including members of other races. Rock gnomes who leave their communities often find work by using their
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Garden Denizens Fey creatures, awakened animals and plants, and wanderers both Humanoid and otherwise call the garden home. Some of its long-standing residents were once visitors from faraway places
animals in the garden speak Common and Sylvan. The Gardener The archfey who governs the Eternal Garden is known simply as the Gardener (see appendix B). The Gardener was a lifelong friend of Caerwyn and
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
unpredictably, but it is always visible for wanderers lost and in need. Just beyond the city whirls a massive, ever-threatening, ethereal cyclone known as the Keening Gloom—a looming threat that’s a
grim reminder of the Citadel’s precarious position. Heroes and paupers meet on equal footing in the Radiant Citadel. By common agreement, power and resources are equitably shared. Dignity is afforded to all, and great need is met with great aid.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
long ago. It speaks Common and Undercommon but doesn’t have much to say to the living. The wraith killed the three drow (two females and one male) and turned their spirits into specters. Each drow
straightens the picture or otherwise tampers with it, the image of Halaster magically turns, revealing a withered skull face wearing a grin so horrifying that any creature looking at it must make a DC 15
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
long ago. It speaks Common and Undercommon but doesn’t have much to say to the living. The wraith killed the three drow (two females and one male) and turned their spirits into specters. Each drow
straightens the picture or otherwise tampers with it, the image of Halaster magically turns, revealing a withered skull face wearing a grin so horrifying that any creature looking at it must make a DC 15
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Halaster’s magic gates and functions similarly (see “Gates”). Its rules are as follows: If a creature stands atop the dais and says something flattering about Halaster, the mirror vanishes, revealing
the 60-foot shaft in area 22a, whereupon the creature falls and takes 21 (6d6) bludgeoning damage on impact. The first creature to fall for the trap triggers a magic mouth spell in area 22a. Halaster’s mouth appears on a wall and says, in Common, “You fell for it! Get it? Fell for it?! Ha ha ha ha!”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Halaster’s magic gates and functions similarly (see “Gates”). Its rules are as follows: If a creature stands atop the dais and says something flattering about Halaster, the mirror vanishes, revealing
the 60-foot shaft in area 22a, whereupon the creature falls and takes 21 (6d6) bludgeoning damage on impact. The first creature to fall for the trap triggers a magic mouth spell in area 22a. Halaster’s mouth appears on a wall and says, in Common, “You fell for it! Get it? Fell for it?! Ha ha ha ha!”
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
tropes when creating your gothic horror domain: Gothic stories include intense, even exaggerated, emotions. Romances, rivalries, and life-changing events are common in these adventures. Atmosphere and a
before revealing them fully. Sacrifices feature prominently in gothic stories. Give characters heart-wrenching choices to make.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
forces move the planchette toward letters and symbols, gradually revealing a cryptic message. The spirits boards common in the Land of the Mists were first created by members of the Keepers of the Feather
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
forces move the planchette toward letters and symbols, gradually revealing a cryptic message. The spirits boards common in the Land of the Mists were first created by members of the Keepers of the Feather