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Returning 35 results for 'common warning realize'.
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common wearing reality
common working reality
common warping reality
common wearing realized
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Species
Spelljammer: Adventures in Space
divine beings who created giff have likewise been forgotten. Their titanic petrified bodies drift on the Astral Sea, isolated and unrecognizable in their current forms.
Although they don’t realize
speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The
Backgrounds
Sword Coast Adventurer's Guide
few miles from where they were born.
You aren’t one of those folk.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are
Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a
Magic Items
Lost Laboratory of Kwalish
common or uncommon magic weapon with which you are proficient, or a spell scroll featuring a spell of a level you can cast, appears in your hands. The DM chooses the weapon or spell, which you
tattered black robe. It appears in a space of the DM’s choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of
you from using them at every opportunity.
7
You appreciate the soft humanoids who realize they need chain mail and swords to match the gifts you were born with.
8
You enjoy eating your
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
An Unwelcome Visitor At the end of practice, after Rosie gives the characters her gift, read or paraphrase the following: Without warning, the joyous look on Rosie’s face changes into terror
attacking. The characters don’t yet know the mage hunters’ identity or full plans, but they’ll soon have a better idea once they realize the sort of creatures hunting them.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Warnings Warnings are the first stage of an apocalypse. A warning can involve a divine voice or a messenger telling people that the end is near, that punishment is coming unless they change their
ways, or that they are heading down a path with disastrous consequences. The Apocalyptic Warnings table provides ideas for warnings that foretell disaster. Apocalyptic Warnings d12 Warning
1
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
An Unwelcome Visitor At the end of practice, after Rosie gives the characters her gift, read or paraphrase the following: Without warning, the joyous look on Rosie’s face changes into terror
attacking. The characters don’t yet know the mage hunters’ identity or full plans, but they’ll soon have a better idea once they realize the sort of creatures hunting them.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Warnings Warnings are the first stage of an apocalypse. A warning can involve a divine voice or a messenger telling people that the end is near, that punishment is coming unless they change their
ways, or that they are heading down a path with disastrous consequences. The Apocalyptic Warnings table provides ideas for warnings that foretell disaster. Apocalyptic Warnings d12 Warning
1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Common with an Elvish accent and exchange hand signals when they think no one is looking. A drow character recognizes the hand signals as Drow Sign Language. The changes wrought by the magic of the
of the sailors by the ear would quickly realize by touch that the ear is pointed, not rounded as it appears. Additionally, any drow character who boards one of these ships instantly takes on the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
secret door to area 25. To any character leaning over the balcony to see where the figure went, it appears to have vanished into thin air. 7B. Acererak’s Second Warning A bronze plaque is fixed to the
east wall of the balcony on level 2, engraved with another of Acererak’s cryptic warnings in Common. (Give the players a copy of handout 18 in appendix E.) It reads as follows: The ring is a path to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
secret door to area 25. To any character leaning over the balcony to see where the figure went, it appears to have vanished into thin air. 7B. Acererak’s Second Warning A bronze plaque is fixed to the
east wall of the balcony on level 2, engraved with another of Acererak’s cryptic warnings in Common. (Give the players a copy of handout 18 in appendix E.) It reads as follows: The ring is a path to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Common with an Elvish accent and exchange hand signals when they think no one is looking. A drow character recognizes the hand signals as Drow Sign Language. The changes wrought by the magic of the
of the sailors by the ear would quickly realize by touch that the ear is pointed, not rounded as it appears. Additionally, any drow character who boards one of these ships instantly takes on the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
way. Perytons are common threats in the region, and ettins sometimes descend from the mountains to raid farmsteads. Night Travel If the characters ignore Paloma’s warning and travel at night, after a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
way. Perytons are common threats in the region, and ettins sometimes descend from the mountains to raid farmsteads. Night Travel If the characters ignore Paloma’s warning and travel at night, after a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
more than a few miles from where they were born. You aren’t one of those folk. You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances
Far Traveler Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
more than a few miles from where they were born. You aren’t one of those folk. You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances
Far Traveler Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
uncertainty, mystery, paranoia, and dread in defiance of logic or common sense. In Ravenloft, tales like the
treasure-haunting Bagman
come to terrifying life The characters in your Ravenloft adventures
who experience its terrors never suspect its surreal nature; only a few gradually realize that things don’t add up. Whether they do or don’t, the setting’s supernatural features and malicious
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
uncertainty, mystery, paranoia, and dread in defiance of logic or common sense. In Ravenloft, tales like the
treasure-haunting Bagman
come to terrifying life The characters in your Ravenloft adventures
who experience its terrors never suspect its surreal nature; only a few gradually realize that things don’t add up. Whether they do or don’t, the setting’s supernatural features and malicious
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
something called a “straitjacket” instead. If the characters interrupt them, the gnomes realize that the new arrivals might have another solution, so they fill in what’s been happening and ask for any
on the pedestal is a spellbook that the rock gnomes of Gnomengarde share. Its cover describes its title as Magick of Gnomengarde (in Common and Gnomish), and it contains the wizard spells burning hands, detect magic, identify, mage armor, magic missile, shield, and sleep.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
History Because elements of a ghost’s mortal life define and foreshadow the course of their death and undeath, a common aspect of a ghost-story adventure involves piecing together the history of the
died so recently that they might not yet fully realize they are dead.
2 The ghost died recently enough that people who knew them in life are still around.
3 The ghost died years ago, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
leagues. Travelers with a passive Wisdom (Perception) score of 15 or more receive 1d4 rounds of warning: a deep hum in the ethereal matter. Travelers who can’t reach a curtain or portal leading elsewhere
the Border Ethereal of a random plane (roll on the Ethereal Curtains table) 20 Hurled into the Astral Plane The most common effect of an ether cyclone is to extend the duration of a journey. Each
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the following telepathic warning in Common: “Turn back! You’re not prepared for the danger that lies ahead!” Characters are free to ignore her warning. She can’t and won’t elaborate on the nature of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the following telepathic warning in Common: “Turn back! You’re not prepared for the danger that lies ahead!” Characters are free to ignore her warning. She can’t and won’t elaborate on the nature of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
few hundred feet south of the stone is a ravine choked with brush. A trail leads into the brush near a neatly-painted sign that reads, in Common: Come no closer
lest you catch
the disfiguring plague
that afflicts me!
The Lord of Lance Rock
The trail continues down to a cave mouth. Another warning sign with the same message is posted by the opening. If the characters explore the cave, proceed with the “Necromancer’s Cave” encounters below.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
both forces on the move, outbreaks of violence between oozes and fungi become more common, although the followers of Zuggtmoy outnumber the Faceless Lord’s creatures. ARAUMYCOS: GENERAL FEATURES
The
soft enough that characters can sink into it with no warning. Use the quicksand rules in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide for such areas. Creatures that fail to escape become food for Araumycos.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
History Because elements of a ghost’s mortal life define and foreshadow the course of their death and undeath, a common aspect of a ghost-story adventure involves piecing together the history of the
died so recently that they might not yet fully realize they are dead.
2 The ghost died recently enough that people who knew them in life are still around.
3 The ghost died years ago, and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
CON
14 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
13 (+1)
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 3 (700 XP)
Martial Advantage
command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
both forces on the move, outbreaks of violence between oozes and fungi become more common, although the followers of Zuggtmoy outnumber the Faceless Lord’s creatures. ARAUMYCOS: GENERAL FEATURES
The
soft enough that characters can sink into it with no warning. Use the quicksand rules in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide for such areas. Creatures that fail to escape become food for Araumycos.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
something called a “straitjacket” instead. If the characters interrupt them, the gnomes realize that the new arrivals might have another solution, so they fill in what’s been happening and ask for any
on the pedestal is a spellbook that the rock gnomes of Gnomengarde share. Its cover describes its title as Magick of Gnomengarde (in Common and Gnomish), and it contains the wizard spells burning hands, detect magic, identify, mage armor, magic missile, shield, and sleep.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
leagues. Travelers with a passive Wisdom (Perception) score of 15 or more receive 1d4 rounds of warning: a deep hum in the ethereal matter. Travelers who can’t reach a curtain or portal leading elsewhere
the Border Ethereal of a random plane (roll on the Ethereal Curtains table) 20 Hurled into the Astral Plane The most common effect of an ether cyclone is to extend the duration of a journey. Each
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
CON
14 (+2)
INT
12 (+1)
WIS
10 (+0)
CHA
13 (+1)
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 3 (700 XP)
Martial Advantage
command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
few hundred feet south of the stone is a ravine choked with brush. A trail leads into the brush near a neatly-painted sign that reads, in Common: Come no closer
lest you catch
the disfiguring plague
that afflicts me!
The Lord of Lance Rock
The trail continues down to a cave mouth. Another warning sign with the same message is posted by the opening. If the characters explore the cave, proceed with the “Necromancer’s Cave” encounters below.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
CON
16 (+3)
INT
14 (+2)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws Int +5, Wis +3, Cha +5
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the hobgoblin can utter a special command or warning
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
passive Perception 10
Languages any one language (usually Common)
Challenge 3 (700 XP)
Brave. The knight has advantage on saving throws against being frightened.
Actions
Multiattack. The
., one target. Hit: 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
common moniker suggests, she is viewed as capricious and cruel with no firm ethical outlook; the sea is a savage place, and those who travel it had best be willing to pay the price of challenging her
domain. There is little in the way of an organized clergy of Umberlee. Her priests roam coastal cities, warning of doom and demanding free passage on ships in return for ensuring the goddess’s pleasure