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Returning 35 results for 'common whispers routes'.
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Monsters
Spelljammer: Adventures in Space
Tentacles"} tentacles, each of which can grapple one target.
Psychic Whispers (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Psychic Whispers"}. The horror emits dreadful
whispers in a 60-foot-radius sphere centered on itself. Each creature in the sphere that isn’t an Aberration must make a DC 21 Wisdom saving throw, taking 33 (6d10);{"diceNotation":"6d10","rollType
Magic Items
Acquisitions Incorporated
Also at rank 1, you are the beneficiary of a whisper jar — a common magic item resembling an ether-filled jar with a long tap hose. The jar is used to record others’ stories and your own
observations, like a verbal notebook with unlimited space. The whisper jar records as fast as a creature can speak into it, and whispers back words at the same pace they were recorded. Activating the
Backgrounds
Guildmasters’ Guide to Ravnica
: Choose one of Elvish, Giant, or Kraul
Equipment: A Golgari insignia, a poisoner’s kit, a pet beetle or spider, a set of common clothes, and a belt pouch containing 10 gp worth of mixed
.
2
I like to remind people of their inevitable demise.
3
Sometimes I give voice to the whispers of the rot, which I hear but no one else does.
4
I do my best to discourage anyone from
Backgrounds
Guildmasters’ Guide to Ravnica
, a set of common clothes, a belt pouch containing 10 gp (a mix of Azorius and Boros 1-zino coins), and a bottle of sweet, red juice
A Flair for the Dramatic
Rakdos performance styles typically fuse
Spell Level
Spells
Cantrip
fire bolt, vicious mockery
1st
burning hands, dissonant whispers, hellish rebuke
2nd
crown of madness, enthrall,
Monsters
Fizban's Treasury of Dragons
are the most common materials they use in the construction of a lair, crystal and other precious minerals feature prominently in certain areas. In this way, crystal dragons’ hoards literally
row:
Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the
Monsters
Fizban's Treasury of Dragons
offering plentiful opportunities for sky gazing. Though ice and snow are the most common materials they use in the construction of a lair, crystal and other precious minerals feature prominently in
actions; the dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature
Monsters
Fizban's Treasury of Dragons
, or crumbling ruins designed to disorient intruders. Circuitous routes within the lair provide the dragon with numerous ways to evade pursuit, while strategically designed choke points allow them to
dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must
Monsters
Fizban's Treasury of Dragons
’s lair is a maze of twisting tunnels, interconnected caverns, or crumbling ruins designed to disorient intruders. Circuitous routes within the lair provide the dragon with numerous ways to evade
ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper. The dragon telepathically whispers to one creature
backgrounds
whispers out of your grasp, but you have seized both forbidden knowledge and cursed power from them. The deeper you plunge into depravity, the more certainty you feel that you are not there alone.
common scholars of the forbidden, but any character who stumbles onto the dread truths waiting beneath the surface of reality can find themselves walking the path. The secrets you unveil could threaten to
Half-Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
their mighty deeds.
Scarred and Strong
Half-orcs exhibit a blend of orcish and human characteristics, and their appearance varies widely. Grayish skin tones and prominent teeth are the most common
-orcs hear the whispers of Gruumsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh’s exultation when they join in melee combat — and either
races
common folk, these pale humanoids with manes of kelp-like hair are creatures of the sea, able to converse with the flora and fauna of the depths. Laneshi dwell within a culture that views the world in
comprises all laneshi born as twins, a common occurrence among their people. The first-born twin is always inducted into the mystic caste, while the other is consecrated as their sibling’s spirit guide
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves.
Short and Stout
Bold
common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Features of Yon Yon is a realm of rocky peaks, thunderclouds, and howling winds. The narrow ledges and footpaths that curl around the mountains make foot travel possible, but such routes are arduous
, and dead ends are common. Skittish goats leap and bound across the mountain slopes with ease, but they avoid strangers. To see farther than a mile or two, one must ascend to high ground, where the rain and winds are particularly fierce. Yon View Player Version
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Features of Yon Yon is a realm of rocky peaks, thunderclouds, and howling winds. The narrow ledges and footpaths that curl around the mountains make foot travel possible, but such routes are arduous
, and dead ends are common. Skittish goats leap and bound across the mountain slopes with ease, but they avoid strangers. To see farther than a mile or two, one must ascend to high ground, where the rain and winds are particularly fierce. Yon View Player Version
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Court of Whispers The denizens of the Court of Whispers barter for current knowledge. Heralds, criers, bards, and griots buy and sell information from the fifteen founding civilizations active in the
open plazas, and plentiful work is available here for talented adventurers. The Speakers for the Ancestors—the leaders of the Radiant Citadel—employ freelancers from the Court of Whispers to keep track
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Court of Whispers The denizens of the Court of Whispers barter for current knowledge. Heralds, criers, bards, and griots buy and sell information from the fifteen founding civilizations active in the
open plazas, and plentiful work is available here for talented adventurers. The Speakers for the Ancestors—the leaders of the Radiant Citadel—employ freelancers from the Court of Whispers to keep track
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Court of Whispers The denizens of the Court of Whispers barter for current knowledge. Heralds, criers, bards, and griots buy and sell information from the fifteen founding civilizations active in the
open plazas, and plentiful work is available here for talented adventurers. The Speakers for the Ancestors—the leaders of the Radiant Citadel—employ freelancers from the Court of Whispers to keep track
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Court of Whispers The denizens of the Court of Whispers barter for current knowledge. Heralds, criers, bards, and griots buy and sell information from the fifteen founding civilizations active in the
open plazas, and plentiful work is available here for talented adventurers. The Speakers for the Ancestors—the leaders of the Radiant Citadel—employ freelancers from the Court of Whispers to keep track
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
magic mouth spell cast on it. When a character passes in front of it, the spell is activated, and the wyrmling whispers the following short verse in the Common tongue: When the dragon dreams its dream Within its rightful tomb, The light of Argynvost will beam And rid this land of gloom.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
magic mouth spell cast on it. When a character passes in front of it, the spell is activated, and the wyrmling whispers the following short verse in the Common tongue: When the dragon dreams its dream Within its rightful tomb, The light of Argynvost will beam And rid this land of gloom.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
inn: the venerable, popular, and several-times-expanded Watchful Knight. The inn was originally named for an inoperative helmed horror that stood in the common room, but the creature mysteriously
vanished years ago. The innkeeper went missing shortly thereafter. In recent years, bodyguards and mercenaries formerly active in Waterdeep and along the Heartlands trade routes retired to Beliard, and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
a dozen deep gnomes. The largest mine shafts include veins of common metals such as iron and copper, as well as many veins of rarer minerals such as mithral and adamantine. The mines also hold crystal
caverns where the svirfneblin harvest all manner of gems. All the main routes to Blingdenstone intersect near the mine complex’s main entrance, meaning the characters are likely to pass it before
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
inn: the venerable, popular, and several-times-expanded Watchful Knight. The inn was originally named for an inoperative helmed horror that stood in the common room, but the creature mysteriously
vanished years ago. The innkeeper went missing shortly thereafter. In recent years, bodyguards and mercenaries formerly active in Waterdeep and along the Heartlands trade routes retired to Beliard, and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
interactions with random patrons. The general gist of the information is that trade routes out of Gracklstugh have become more dangerous recently. The fauna and more primitive denizens of the
Underdark are all riled up about something. Among the tales told by the travelers, second-hand stories about demons attacking isolated settlements are common.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
interactions with random patrons. The general gist of the information is that trade routes out of Gracklstugh have become more dangerous recently. The fauna and more primitive denizens of the
Underdark are all riled up about something. Among the tales told by the travelers, second-hand stories about demons attacking isolated settlements are common.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
a dozen deep gnomes. The largest mine shafts include veins of common metals such as iron and copper, as well as many veins of rarer minerals such as mithral and adamantine. The mines also hold crystal
caverns where the svirfneblin harvest all manner of gems. All the main routes to Blingdenstone intersect near the mine complex’s main entrance, meaning the characters are likely to pass it before
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
General Features The following features are common throughout the Caves of Hunger: Ceilings. Most cavern ceilings are 30 feet high and made of smooth ice. Tunnel ceilings range from 10 to 15 feet
appears real, the man is no more substantial than a phantom and does not respond to any interaction.
2 One party member (determined randomly) hears a stream of whispers. The character can’t make
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
General Features The following features are common throughout the Caves of Hunger: Ceilings. Most cavern ceilings are 30 feet high and made of smooth ice. Tunnel ceilings range from 10 to 15 feet
appears real, the man is no more substantial than a phantom and does not respond to any interaction.
2 One party member (determined randomly) hears a stream of whispers. The character can’t make
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
., passive Perception 14
Languages Common, Solamnic
Challenge 8 (3,900 XP) Proficiency Bonus +3
Bound Haunting. Caradoc’s spirit is bound to Dargaard Keep. At the start of his turn, if he’s outside the
frightened, and his Divisive Whispers bonus action. He otherwise uses the possessed target’s statistics but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
The
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Senses passive Perception 9
Languages Common plus any one language
Challenge 2 (450 XP)
Spellcasting. The lampooner is a 4th-level Rakdos spellcaster. Its spellcasting ability is Charisma (spell
save DC 14, +6 to hit with spell attacks). It knows the following bard spells:
Cantrips (at will): dancing lights, minor illusion, vicious mockery
1st level (4 slots): bane, dissonant whispers
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
to anyone who sees her. Sarah understands characters who speak Common and tries to respond to them, but she can’t speak because Lord Viallis cut out her tongue before killing her. The ghost tries to
communicate through moaning whispers and by pointing the characters to the parts of her diary that hint at Lord Viallis’s evil. Sarah’s ghost is bound to the diary and can’t move farther than 30 feet
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
to anyone who sees her. Sarah understands characters who speak Common and tries to respond to them, but she can’t speak because Lord Viallis cut out her tongue before killing her. The ghost tries to
communicate through moaning whispers and by pointing the characters to the parts of her diary that hint at Lord Viallis’s evil. Sarah’s ghost is bound to the diary and can’t move farther than 30 feet
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
., passive Perception 14
Languages Common, Solamnic
Challenge 8 (3,900 XP) Proficiency Bonus +3
Bound Haunting. Caradoc’s spirit is bound to Dargaard Keep. At the start of his turn, if he’s outside the
frightened, and his Divisive Whispers bonus action. He otherwise uses the possessed target’s statistics but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
The
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Senses passive Perception 9
Languages Common plus any one language
Challenge 2 (450 XP)
Spellcasting. The lampooner is a 4th-level Rakdos spellcaster. Its spellcasting ability is Charisma (spell
save DC 14, +6 to hit with spell attacks). It knows the following bard spells:
Cantrips (at will): dancing lights, minor illusion, vicious mockery
1st level (4 slots): bane, dissonant whispers
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
whether they know characters who practice magic. Citizens of an isolated hamlet might not have seen true magic used for generations and speak in whispers of the strange powers of the old hermit living
: Is some magic common? Is some socially unacceptable? Which magic is rare? How unusual are members of each spellcasting class? How common are those who can cast high-level spells? How rare are magic