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Returning 22 results for 'common widest reminding'.
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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
by reminding them of death’s inevitable approach.
Personality Traits
d8
Personality Trait
1
Remember, I could kill you in your sleep. Or put centipedes in your bedroll
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master.
Although kenku can’t create new things, they have
.
Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
has the widest selection of exotic alcohol in Sharn. Clifftop, Upper Dura The Esoteric Order of Aureon The guildhall of one of Sharn’s most prestigious arcane orders. A reliable source for arcane
collection of shops specializing in different categories of magic items. Most merchandise is common or uncommon, but rare items are occasionally available. Clifftop, Upper Dura Pegasus Spire The seat
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
has the widest selection of exotic alcohol in Sharn. Clifftop, Upper Dura The Esoteric Order of Aureon The guildhall of one of Sharn’s most prestigious arcane orders. A reliable source for arcane
collection of shops specializing in different categories of magic items. Most merchandise is common or uncommon, but rare items are occasionally available. Clifftop, Upper Dura Pegasus Spire The seat
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
energy, such as that found near a gate to the Far Realm or the strange magic that emanates through the Underdark, a regenerating troll undergoes strange mutations. Among the most common mutations are wings
just keep reminding myself that the gods delight in the variety of their creations, new wonders are revealed every day, and the multiverse is much larger than I can imagine. And that’s a good thing!
—Bigby
Excellent. But these trolls are loathsome.
—Diancastra
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
energy, such as that found near a gate to the Far Realm or the strange magic that emanates through the Underdark, a regenerating troll undergoes strange mutations. Among the most common mutations are wings
just keep reminding myself that the gods delight in the variety of their creations, new wonders are revealed every day, and the multiverse is much larger than I can imagine. And that’s a good thing!
—Bigby
Excellent. But these trolls are loathsome.
—Diancastra
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
from businesses and homes to keep the thieves and gangs at bay. Bribery is a common practice, a seemingly accepted means of gaining the favor of one of the High Captains to obtain fishing rights, earning
Gharraghaur, reminding travelers of whose wealth sustains the region. North of the city, the Northern Means heads up toward Icewind Dale. Not many take this route without purpose, but scrimshaw from the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
from businesses and homes to keep the thieves and gangs at bay. Bribery is a common practice, a seemingly accepted means of gaining the favor of one of the High Captains to obtain fishing rights, earning
Gharraghaur, reminding travelers of whose wealth sustains the region. North of the city, the Northern Means heads up toward Icewind Dale. Not many take this route without purpose, but scrimshaw from the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of the arena floor, held in place by magic. At ground level, the oval arena is 120 feet long and 50 feet across at its widest point. The three masts are 100 feet tall, spaced 40 feet apart, and emit
series of experiments, and in between cast sequester spells on the doppelganger as a precaution to keep it from escaping. If questioned, Xerophon speaks Loross but switches to Common if no one in the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of the arena floor, held in place by magic. At ground level, the oval arena is 120 feet long and 50 feet across at its widest point. The three masts are 100 feet tall, spaced 40 feet apart, and emit
series of experiments, and in between cast sequester spells on the doppelganger as a precaution to keep it from escaping. If questioned, Xerophon speaks Loross but switches to Common if no one in the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sample Ships This section provides stat blocks, deck plans, and other details for some of the most common ships. SIEGE WEAPONS
Some ships are armed with siege weapons, the descriptions of which are
in the “Siege Equipment” section of chapter 8 in the Dungeon Master’s Guide. In this appendix, the name of a piece of siege equipment appears in bold with a parenthetical note (DMG, ch. 8), reminding
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
adversary. He invites the characters to explore the manor if they desire, reminding them that he still owns the place. He also tries to get the best of the characters, offering money, land, goods, or
raids. The ogre also has yet to establish a den in the area, so she rarely stays in one place for more than a day. If the characters locate her, Stuuzant speaks Common quite well, uses smarter tactics
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sample Ships This section provides stat blocks, deck plans, and other details for some of the most common ships. SIEGE WEAPONS
Some ships are armed with siege weapons, the descriptions of which are
in the “Siege Equipment” section of chapter 8 in the Dungeon Master’s Guide. In this appendix, the name of a piece of siege equipment appears in bold with a parenthetical note (DMG, ch. 8), reminding
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
adversary. He invites the characters to explore the manor if they desire, reminding them that he still owns the place. He also tries to get the best of the characters, offering money, land, goods, or
raids. The ogre also has yet to establish a den in the area, so she rarely stays in one place for more than a day. If the characters locate her, Stuuzant speaks Common quite well, uses smarter tactics
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. His passive Perception score is 14, and he has disadvantage on all Wisdom (Perception) checks. He speaks Draconic and Common. Sauriv is extremely wise, and it is due to his inspiration that the
minister peruses is written in Common and was sent by the local locathah chief to the lizardfolk queen. It identifies the locathah currently present in the lair as the chief’s ambassadors and authorizes
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
body — souvenirs left by those who refused to pay their bill. Beyond the combination lobby and common room, the Blushing Mermaid is a confusing maze of wings and oddly interconnected floors, hiding
warded walls, customers can buy and sell all manner of curios and common magic items from the eccentric shopkeeper, Rivalen Blackhand, a neutral male human mage with a withered right hand. Blackhand
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
body — souvenirs left by those who refused to pay their bill. Beyond the combination lobby and common room, the Blushing Mermaid is a confusing maze of wings and oddly interconnected floors, hiding
warded walls, customers can buy and sell all manner of curios and common magic items from the eccentric shopkeeper, Rivalen Blackhand, a neutral male human mage with a withered right hand. Blackhand
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
body — souvenirs left by those who refused to pay their bill. Beyond the combination lobby and common room, the Blushing Mermaid is a confusing maze of wings and oddly interconnected floors, hiding
sell all manner of curios and common magic items from the eccentric shopkeeper, Rivalen Blackhand, a neutral male human mage with a blackened right hand. Blackhand almost always has potions of
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
body — souvenirs left by those who refused to pay their bill. Beyond the combination lobby and common room, the Blushing Mermaid is a confusing maze of wings and oddly interconnected floors, hiding
sell all manner of curios and common magic items from the eccentric shopkeeper, Rivalen Blackhand, a neutral male human mage with a blackened right hand. Blackhand almost always has potions of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. His passive Perception score is 14, and he has disadvantage on all Wisdom (Perception) checks. He speaks Draconic and Common. Sauriv is extremely wise, and it is due to his inspiration that the
minister peruses is written in Common and was sent by the local locathah chief to the lizardfolk queen. It identifies the locathah currently present in the lair as the chief’s ambassadors and authorizes
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
broken Common to know when the weapons will be delivered to their kinfolk. A pseudodragon named Bimz sleeps in a small nest behind the chest. It is the companion of one of the lizardfolk and joins in
Secret Cache This cramped area, only four feet wide at the widest, is sandwiched between the adjacent cabin and the ship’s stern. It contains eight large, irregularly shaped bundles wrapped in oilskin and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
broken Common to know when the weapons will be delivered to their kinfolk. A pseudodragon named Bimz sleeps in a small nest behind the chest. It is the companion of one of the lizardfolk and joins in
Secret Cache This cramped area, only four feet wide at the widest, is sandwiched between the adjacent cabin and the ship’s stern. It contains eight large, irregularly shaped bundles wrapped in oilskin and