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Returning 35 results for 'common weaving response'.
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common wearing response
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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
Monsters
Vecna: Eve of Ruin
response to being hit by an attack, Vecna utters a fell word, dealing 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Fell Rebuke", "rollDamageType":"necrotic"} necrotic damage to
master plan is almost complete. He has funneled a significant amount of his energy into weaving his ritual. Therefore, when the characters finally confront Vecna and try to save the multiverse, he is
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"bludgeoning"} bludgeoning damage, and if the target is Large or smaller, it is knocked prone.Intercept Attack. In response to another creature within 5 feet of it being hit by an
number of Hit Dice.
8
Suction. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water
races
Mordenkainen Presents: Monsters of the Multiverse
Originally from the Elemental Plane of Water, many tritons entered the Material Plane centuries ago in response to the growing threat of evil elementals. Those tritons spread across the worlds&rsquo
.
Languages
Your character can 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 languages
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
, if other creatures prove useful to lizardfolk, those creatures can trigger a protective response made all the stronger by their apparent weakness. The lizardfolk assess such beings as hatchlings
Triton
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
the world above.
Aquatic Crusaders
Centuries ago, tritons entered the world in response to the growing threat of evil elementals. Tritons waged many wars against their enemies on the Plane of Water
readily sacrifice themselves for the common good. They will fight and die for humans, merfolk, and other creatures without question. Their self-absorbed nature makes them overlook the history of other
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
Noble A noble’s social advantages typically grant the noble access to greater education and training than most common folk, while nobles’ experience with business or politics makes many adept
Senses Passive Perception 12
Languages Common plus two other languages
CR 1/8 (XP 25; PB +2)
Actions
Rapier. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage.
Reactions
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Noble A noble’s social advantages typically grant the noble access to greater education and training than most common folk, while nobles’ experience with business or politics makes many adept
Senses Passive Perception 12
Languages Common plus two other languages
CR 1/8 (XP 25; PB +2)
Actions
Rapier. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage.
Reactions
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->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->Heroes of the Borderlands
+1 +1
Wis 14 +2 +2
Cha 16 +3 +3
Skills Deception +5, Insight +4, Persuasion +5
Gear Breastplate, Rapier
Senses Passive Perception 12
Languages Common plus two other
languages
CR 1/8 (XP 25; PB +2)
Actions
Rapier. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage.
Reactions
Parry. Trigger: The noble is hit by a melee attack roll while holding a weapon. Response: The noble adds 2 to its AC against that attack, possibly causing it to miss.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
+1 +1
Wis 14 +2 +2
Cha 16 +3 +3
Skills Deception +5, Insight +4, Persuasion +5
Gear Breastplate, Rapier
Senses Passive Perception 12
Languages Common plus two other
languages
CR 1/8 (XP 25; PB +2)
Actions
Rapier. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage.
Reactions
Parry. Trigger: The noble is hit by a melee attack roll while holding a weapon. Response: The noble adds 2 to its AC against that attack, possibly causing it to miss.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Performer Common performers include traveling storytellers, tavern musicians, local entertainers, and chorus members performing with veteran artists. These performers might be self-taught or in the
Cha 16 +3 +5
Skills Acrobatics +5, Athletics +3, Performance +7
Gear Shortsword
Senses Passive Perception 12
Languages Common plus one other language
CR 1/2 (XP 100; PB +2
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
in Faerûnian civilization — or, perhaps more accurately, civilization has never made room for them. Most of the common folk have an aversion to half-orcs based largely on their appearance: anyone who
in towns and cities, but their appearance marks them as outsiders. In response to being ostracized, half-orcs either embrace their otherness and take pride in their physical superiority, pull back and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
in Faerûnian civilization — or, perhaps more accurately, civilization has never made room for them. Most of the common folk have an aversion to half-orcs based largely on their appearance: anyone who
in towns and cities, but their appearance marks them as outsiders. In response to being ostracized, half-orcs either embrace their otherness and take pride in their physical superiority, pull back and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Performer Common performers include traveling storytellers, tavern musicians, local entertainers, and chorus members performing with veteran artists. These performers might be self-taught or in the
Cha 16 +3 +5
Skills Acrobatics +5, Athletics +3, Performance +7
Gear Shortsword
Senses Passive Perception 12
Languages Common plus one other language
CR 1/2 (XP 100; PB +2
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->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
+0 +0
Cha 10 +0 +0
Skills Athletics +5, Perception +2
Gear Greatsword, Heavy Crossbow, Splint Armor
Senses Passive Perception 12
Languages Common plus one other language
CR 3
. Ranged Attack Roll: +3, range 100/400 ft. Hit: 12 (2d10 + 1) Piercing damage.
Reactions
Parry. Trigger: The warrior is hit by a melee attack roll while holding a weapon. Response: The warrior adds 2 to its AC against that attack, possibly causing it to miss.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
+0
Skills Stealth +6
Gear Chain Shirt, Scimitar, Shield, Shortbow
Senses Darkvision 60 ft.; Passive Perception 9
Languages Common, Goblin
CR 1 (XP 200; PB +2)
Actions
Multiattack
Escape. The goblin takes the Disengage or Hide action.
Reactions
Redirect Attack. Trigger: A creature the goblin can see makes an attack roll against it. Response: The goblin chooses a Small or Medium
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
, Rapier
Senses Passive Perception 10
Languages Common
CR 1 (XP 200; PB +2)
Actions
Rapier. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage.
Light Crossbow. Ranged Attack Roll
: +5, range 80/320 ft. Hit: 7 (1d8 + 3) Piercing damage.
Reactions
Parry. Trigger: Pral is hit with a melee attack roll while holding a weapon. Response: Pral adds 2 to his AC against that attack, potentially causing the attack to miss.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Reactions Certain special abilities, spells, and situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on your
turn or on someone else’s. The Opportunity Attack, described later in this chapter, is the most common type of Reaction. When you take a Reaction, you can’t take another one until the start of your
Compendium
- Sources->Dungeons & Dragons->Monster Manual
16 +3 +3
Wis 10 +0 +0
Cha 10 +0 +0
Skills Sleight of Hand +5, Stealth +7
Senses Darkvision 60 ft.; Passive Perception 10
Languages Common, Goblin
CR 3 (XP 700; PB +2
: Blindness/Deafness, Faerie Fire, Grease
Reactions
Jinx. Trigger: A creature the goblin can see hits it with an attack roll. Response—Wisdom Saving Throw: DC 13, the triggering creature. Failure: The attack misses instead.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+0 +0
Cha 10 +0 +0
Skills Athletics +5, Perception +2
Gear Greatsword, Heavy Crossbow, Splint Armor
Senses Passive Perception 12
Languages Common plus one other language
CR 3
. Ranged Attack Roll: +3, range 100/400 ft. Hit: 12 (2d10 + 1) Piercing damage.
Reactions
Parry. Trigger: The warrior is hit by a melee attack roll while holding a weapon. Response: The warrior adds 2 to its AC against that attack, possibly causing it to miss.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
12 (+1)
WIS
14 (+2)
CHA
9 (–1)
Skills Insight +4
Senses passive Perception 12
Languages Common
Challenge 1/2 (100 XP) Proficiency Bonus +2
Unarmored Defense. While the tower
damage.
Reactions
Deflect Missile. In response to being hit by a ranged weapon attack, the tower hand deflects the missile. The damage it takes from the attack is reduced by 7 (1d10 + 2).
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Languages Common, Gith
CR 2 (XP 450; PB +2)
Actions
Multiattack. The githzerai makes two Psi Strike attacks.
Psi Strike. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Bludgeoning damage
.
Reactions
Psionic Defense (2/Day). The githzerai casts Feather Fall or Shield in response to the spell’s trigger, requiring no spell components and using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, Perception +6
Senses Passive Perception 16
Languages Common, Gith
CR 6 (XP 2,300; PB +3)
Actions
Multiattack. The githzerai makes two Psi Strike attacks.
Psi Strike. Melee Attack Roll
Shield in response to the spell’s trigger, requiring no spell components and using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
.; Passive Perception 9
Languages Common, Goblin
CR 1 (XP 200; PB +2)
Actions
Multiattack. The goblin makes two attacks, using Scimitar or Shortbow in any combination.
Scimitar. Melee Attack
the goblin can see makes an attack roll against it. Response: The goblin chooses a Small or Medium ally within 5 feet of itself. The goblin and that ally swap places, and the ally becomes the target of the attack instead.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
16 +3 +3
Wis 10 +0 +0
Cha 10 +0 +0
Skills Sleight of Hand +5, Stealth +7
Senses Darkvision 60 ft.; Passive Perception 10
Languages Common, Goblin
CR 3 (XP 700; PB +2
: Blindness/Deafness, Faerie Fire, Grease
Reactions
Jinx. Trigger: A creature the goblin can see hits it with an attack roll. Response—Wisdom Saving Throw: DC 13, the triggering creature. Failure: The attack misses instead.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Skills Arcana +4, Religion +4, Stealth +5
Resistances Necrotic, Psychic, Radiant
Senses Darkvision 60 ft.; Passive Perception 11
Languages Celestial, Common
CR 1 (XP 200; PB +2)
Traits
) Radiant damage.
Reactions
Burst of Ingenuity (2/Day). Trigger: The sphinx or another creature within 30 feet makes an ability check or a saving throw. Response: The sphinx adds 2 to the roll.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
provide the sparks that can ignite and sustain a campaign. The most common pitfall of serial stories without a set beginning, middle, and end is inertia. Like many television shows and comic-book series
around the characters and in response to their actions. World-shaking events force conflict. They set new events and power groups in motion. Their outcomes change the world by altering the tone of the