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Returning 35 results for 'common weaving relics'.
Other Suggestions:
common wearing relief
common wearing relic
common wearing replica
common wearing reins
common wearing relies
Monsters
Curse of Strahd
forms results in its having a slow, awkward gait.
Sound Mimicry. Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They
fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the
Backgrounds
Tomb of Annihilation
, and a pouch containing 25 gp
Dust Digger
Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts
the treasures and relics of wizards, warlords, or royalty. Some archaeologists plunder for wealth or fame, while others consider it their calling to illuminate the past or keep the world’s
Species
Dragonlance: Shadow of the Dragon Queen
themselves falling through portals to other planes and worlds.
Kender sometimes amass impressive collections of curiosities. Some might collect mundane knickknacks or relics from magical sites, while
follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one
feats
Your expeditions, transactions, and mercantile activities on behalf of the Augustine Trading Company have put you in contact with collectors of historical artifacts, relics, and tomes. You gain the
physical contact with it, but you don’t learn any curse the item might bear. There is a cumulative 5 percent chance for every rarity above Common that you misunderstand the nature and the power
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
, relics, and tomes. You gain the following benefits. Object Intuition. You can take a Study action to examine one magical object and learn its properties and how to use it without attuning to it or
taking a Short Rest in physical contact with it, but you don’t learn any curse the item might bear. There is a cumulative 5% chance for every rarity above Common that you misidentify the nature and the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Chauntea The Great Mother, the Grain Goddess Chauntea is goddess of agriculture: sowing and reaping, seeding and harvest, breeding and butchery, shearing and weaving. In this aspect she is a rural
. Agricultural aphorisms and farming parables dot her teachings. Growing and reaping, the eternal cycle, is a common theme in the faith. Destruction for its own sake, or leveling without rebuilding
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Chauntea The Great Mother, the Grain Goddess Chauntea is goddess of agriculture: sowing and reaping, seeding and harvest, breeding and butchery, shearing and weaving. In this aspect she is a rural
. Agricultural aphorisms and farming parables dot her teachings. Growing and reaping, the eternal cycle, is a common theme in the faith. Destruction for its own sake, or leveling without rebuilding
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Blue Dragons Dragons of Tyranny and Tempests Habitat: Coastal, Desert; Treasure: Relics Arrogant and imperious, blue dragons are chromatic dragons that crave control and collect followers like other
have no interest in treasures that are common or flawed, preferring one-of-a-kind gemstones, the crowns of fallen royals, and magic items capable of spreading the dragons’ influence.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Blue Dragons Dragons of Tyranny and Tempests Habitat: Coastal, Desert; Treasure: Relics Arrogant and imperious, blue dragons are chromatic dragons that crave control and collect followers like other
have no interest in treasures that are common or flawed, preferring one-of-a-kind gemstones, the crowns of fallen royals, and magic items capable of spreading the dragons’ influence.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
STEAL’s rival, the Golden Vault.) If you’re weaving multiple adventures from this anthology into your campaign, one or more villains from earlier adventures might have secret ties to this evil
invisible sensor and says in Common, “So much for that. Next time you won’t be so lucky!” If the characters are working for the Golden Vault, the voice adds, “The Golden Vault won’t be able to protect you from our wrath.” The scrying sensor then disappears.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
STEAL’s rival, the Golden Vault.) If you’re weaving multiple adventures from this anthology into your campaign, one or more villains from earlier adventures might have secret ties to this evil
invisible sensor and says in Common, “So much for that. Next time you won’t be so lucky!” If the characters are working for the Golden Vault, the voice adds, “The Golden Vault won’t be able to protect you from our wrath.” The scrying sensor then disappears.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
gathered around storytelling booths, a community bulletin board, and a trading hub. A human near the far wall waves at you and begins weaving through the crowd with scrolls tucked under one arm. You
written on it in Common. Give each player a copy of the Copper for a Song handout at this time and invite one or more of them to read the song lyrics aloud. Copper for a Song
No. 1
175 - COPPER FOR A
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
gathered around storytelling booths, a community bulletin board, and a trading hub. A human near the far wall waves at you and begins weaving through the crowd with scrolls tucked under one arm. You
written on it in Common. Give each player a copy of the Copper for a Song handout at this time and invite one or more of them to read the song lyrics aloud. Copper for a Song
No. 1
175 - COPPER FOR A
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of history; one Concordian collects relics of the Cul’sir giants of Xen’drik, while another pursues artifacts of the dragons of Argonnessen. One of the most common ways in which adventurers cross paths
Concordian tries to acquire prized relics through less honorable means; adventurers could be employed to acquire an exotic prize from a rival through any means necessary, legal or otherwise. All of these
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of history; one Concordian collects relics of the Cul’sir giants of Xen’drik, while another pursues artifacts of the dragons of Argonnessen. One of the most common ways in which adventurers cross paths
Concordian tries to acquire prized relics through less honorable means; adventurers could be employed to acquire an exotic prize from a rival through any means necessary, legal or otherwise. All of these
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
claim to have little in common with one another. However, that’s an exaggeration; the people of Shankhabhumi share unifying traits and experiences. Clothing and Accoutrements The folk of Shankhabhumi
tight, ropelike wrap of a Shankha Trials contestant, and the practical, gathered garments of a laborer or river navigator. Wavy or curly hair is common in the region; people rub it to a shine with
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Werebear Changed by the Might of the Bear Habitat: Arctic, Forest, Hill; Treasure: Relics When threatened or compelled by magic, werebears shape-shift from their humanoid forms into mighty bears or
. Werebears take the shape of bears common to the regions in which they dwell, with brown and polar bear forms being common. Werebear Medium or Small Monstrosity (Lycanthrope), Neutral Good
AC 15
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Werebear Changed by the Might of the Bear Habitat: Arctic, Forest, Hill; Treasure: Relics When threatened or compelled by magic, werebears shape-shift from their humanoid forms into mighty bears or
. Werebears take the shape of bears common to the regions in which they dwell, with brown and polar bear forms being common. Werebear Medium or Small Monstrosity (Lycanthrope), Neutral Good
AC 15
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
claim to have little in common with one another. However, that’s an exaggeration; the people of Shankhabhumi share unifying traits and experiences. Clothing and Accoutrements The folk of Shankhabhumi
tight, ropelike wrap of a Shankha Trials contestant, and the practical, gathered garments of a laborer or river navigator. Wavy or curly hair is common in the region; people rub it to a shine with
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Druid Steward and Sage of Nature Habitat: Any; Treasure: Individual, Relics Cynthia Sheppard Druids use primal magic, traditional teachings, and bonds with animals and eldritch beings to guard the
16 +3 +3 Cha 11 +0 +0
Skills Medicine +5, Nature +3, Perception +5
Gear Studded Leather Armor
Senses Passive Perception 15
Languages Common, Druidic, Sylvan
CR 2 (XP 450; PB +2)
Actions
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
GP you spend, up to a maximum of 500 GP, the damage dealt by the Holy Water increases by 1d8. Craft: Magic Item (Relic). You commission the facility’s hireling to craft a Common or an Uncommon magic
item chosen by you from the Relics tables in chapter 7. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
GP you spend, up to a maximum of 500 GP, the damage dealt by the Holy Water increases by 1d8. Craft: Magic Item (Relic). You commission the facility’s hireling to craft a Common or an Uncommon magic
item chosen by you from the Relics tables in chapter 7. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Druid Steward and Sage of Nature Habitat: Any; Treasure: Individual, Relics Cynthia Sheppard Druids use primal magic, traditional teachings, and bonds with animals and eldritch beings to guard the
16 +3 +3 Cha 11 +0 +0
Skills Medicine +5, Nature +3, Perception +5
Gear Studded Leather Armor
Senses Passive Perception 15
Languages Common, Druidic, Sylvan
CR 2 (XP 450; PB +2)
Actions
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+0 +2
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle
Deception +3, Persuasion +3, Religion +2
Gear Holy Symbol, Leather Armor
Senses Passive Perception 12
Languages Common
CR 2 (XP 450; PB +2)
Actions
Pact Blade. Melee Attack Roll: +4, reach 5 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+0 +2
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle
Deception +3, Persuasion +3, Religion +2
Gear Holy Symbol, Leather Armor
Senses Passive Perception 12
Languages Common
CR 2 (XP 450; PB +2)
Actions
Pact Blade. Melee Attack Roll: +4, reach 5 ft
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Wide Magic, Not High Magic While magic is widespread, the scope of magic is limited. Low-level spells are a part of everyday life, but high-level magic remains remarkable. Common Magic. Cantrips and
1st level spells are commonplace. Magewrights, wandslingers, and dragonmarked heirs can all produce these sorts of effects, and you’ll see the impact of this magic as part of everyday life. Common
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Wide Magic, Not High Magic While magic is widespread, the scope of magic is limited. Low-level spells are a part of everyday life, but high-level magic remains remarkable. Common Magic. Cantrips and
1st level spells are commonplace. Magewrights, wandslingers, and dragonmarked heirs can all produce these sorts of effects, and you’ll see the impact of this magic as part of everyday life. Common
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Bone Naga Deathless Serpentine Mind Bender Habitat: Underdark; Treasure: Relics Viko Menezes Nagas are immortal but not invincible, and powerful magic can end their lives. Bone nagas are skeletal
+2
Immunities Poison; Charmed, Exhaustion, Paralyzed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 12
Languages Common plus one other language
CR 4 (XP 1,100; PB +2)
Actions
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Clay Golem Guardian of Home and Heart Habitat: Urban; Treasure: Relics Clay golems are magical defenders made from earth and clay to protect places or communities. The materials used in creating clay
Bludgeoning, Piercing, Slashing
Immunities Acid, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft.; Passive Perception 9
Languages Common plus one
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses darkvision 60ft., passive Perception 13
Languages Common, Infernal
Challenge 5 (1,800 XP)
Special Equipment. Lynx’s
.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Out on Loan
The powerful relics possessed by Lynx and Sir Ursas (see the “Special Equipment
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
its five major islands. Kalapang Kalapang, the largest community on the island of Malabulak, stands among verdant fields. The city is a blend of old and new, with ancient religious sites and relics of
connect many of the region’s islands. Travelers are common, and the most traveled skybridges hold small communities where they can rest and resupply. Legend holds that the bones of enormous bakunawa
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Banshee Wailing Harbinger of Death Habitat: Any; Treasure: Relics Heralds of doom and plagues on the living, banshees are spirits obsessed by unresolved bitterness or sorrow. These storied phantoms
; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 ft.; Passive Perception 10
Languages Common, Elvish
CR 4 (XP 1,100; PB +2)
Traits
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Immunities charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses darkvision 60ft., passive Perception 13
Languages Common, Infernal
Challenge 5 (1,800 XP)
Special Equipment. Lynx’s
.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Out on Loan
The powerful relics possessed by Lynx and Sir Ursas (see the “Special Equipment
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Clay Golem Guardian of Home and Heart Habitat: Urban; Treasure: Relics Clay golems are magical defenders made from earth and clay to protect places or communities. The materials used in creating clay
Bludgeoning, Piercing, Slashing
Immunities Acid, Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft.; Passive Perception 9
Languages Common plus one
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Rakshasa Deceiver Hungry for Power and Flesh Habitat: Planar (Nine Hells), Urban; Treasure: Relics Andrea Piparo Rakshasa conspirators plot their next atrocity Masters of manipulation, rakshasas
Truesight 60 ft.; Passive Perception 18
Languages Common, Infernal
CR 13 (XP 10,000; PB +5)
Traits
Greater Magic Resistance. The rakshasa automatically succeeds on saving throws against spells and