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Returning 35 results for 'commune warriors requires'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
their own safety. Once they taste freedom from the colony, some prize their privacy, others seek to commune with similar minds, and still others seek to dominate a colony by elevating themselves to the
achieving lichdom requires an arcane spellcaster to be at the apex of power—a significant challenge for mind flayers, given the scarcity of available mentors and training.
Confronting this
races
terms of absolutes and a sense of underlying duality. Day or night. Acceptance or rejection. Friend or foe. Their culture is also entwined along the line between life and death. They commune with
greater status.
Laneshi warriors skirmish constantly with their deep-dwelling neighbors. But at the same time, the rulers of the Llana’Shi Empire have begun to focus on the surface world for
Orc
Legacy
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Species
Volo's Guide to Monsters
three gods are a tribe’s raiders and ravagers—often the only part of an orc tribe that its victims ever see.
Deep within the den of a tribe, far away from the war-hearth where warriors
represents both life and the grave. It is her worshipers that raise young orcs to be warriors, and then, at the end of their lives, take them to Yurtrus and Shargaas to be carried into death and the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
exploration of the building. As the party initially surveys the house, it manifests subtle hauntings. The characters are then invited to participate in the first of several séances, allowing them to commune
ultimately wake the collective spirits and sinister forces lurking in the manor, trapping the characters inside the house. Escape requires the party to defeat an ageless evil. If they don’t, they’ll become another group of lost spirits imprisoned within the House of Lament.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
exploration of the building. As the party initially surveys the house, it manifests subtle hauntings. The characters are then invited to participate in the first of several séances, allowing them to commune
ultimately wake the collective spirits and sinister forces lurking in the manor, trapping the characters inside the house. Escape requires the party to defeat an ageless evil. If they don’t, they’ll become another group of lost spirits imprisoned within the House of Lament.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Warrior Quarters Githyanki warriors live and train in this area. 21a. Guard Post A male githyanki knight named Raajna and his mount, a female young red dragon named Smoakcant, are on duty here
. They keep the warriors in line and defend the nursery (area 16). If they are not alerted to the characters’ approach, the two are talking in Draconic, discussing how to best torture new mind flayer
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Warrior Quarters Githyanki warriors live and train in this area. 21a. Guard Post A male githyanki knight named Raajna and his mount, a female young red dragon named Smoakcant, are on duty here
. They keep the warriors in line and defend the nursery (area 16). If they are not alerted to the characters’ approach, the two are talking in Draconic, discussing how to best torture new mind flayer
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragon Ideals d6 Ideal
1 Foresight. Righteous action requires carefully weighing potential consequences to ensure the cure is not worse than the disease. (Lawful)
2 Restraint. I cannot
, slow, suggestion, zone of truth
Adult 21 bless, commune, cure wounds, geas,* slow, suggestion, zone of truth
Ancient 24 bless, commune,* cure wounds, geas,* plane shift (+16 to hit
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragon Ideals d6 Ideal
1 Foresight. Righteous action requires carefully weighing potential consequences to ensure the cure is not worse than the disease. (Lawful)
2 Restraint. I cannot
, slow, suggestion, zone of truth
Adult 21 bless, commune, cure wounds, geas,* slow, suggestion, zone of truth
Ancient 24 bless, commune,* cure wounds, geas,* plane shift (+16 to hit
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells Spell School Special Alarm Abjuration R Animal Friendship
Locate Creature Divination C Stoneskin Transmutation C, M Summon Elemental Conjuration C, M Level 5 Ranger Spells Spell School Special Commune with Nature Divination R Conjure Volley Conjuration
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells Spell School Special Alarm Abjuration R Animal Friendship
Locate Creature Divination C Stoneskin Transmutation C, M Summon Elemental Conjuration C, M Level 5 Ranger Spells Spell School Special Commune with Nature Divination R Conjure Volley Conjuration
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells Spell School Special Alarm Abjuration R Animal Friendship
Locate Creature Divination C Stoneskin Transmutation C, M Summon Elemental Conjuration C, M Level 5 Ranger Spells Spell School Special Commune with Nature Divination R Conjure Volley Conjuration
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1 Ranger Spells Spell School Special Alarm Abjuration R Animal Friendship
Locate Creature Divination C Stoneskin Transmutation C, M Summon Elemental Conjuration C, M Level 5 Ranger Spells Spell School Special Commune with Nature Divination R Conjure Volley Conjuration
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
activities from Constable Jute or from the physician Emil Trantor, and if they missed the trail leading from the latest murder, they might need to resort to divination or commune spells or similar magic
warehouse is well guarded, and protected at night by “vicious guard dogs” (a trio of manticores whose snarling can be heard from the street). Getting that information out of any local requires a bribe
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
activities from Constable Jute or from the physician Emil Trantor, and if they missed the trail leading from the latest murder, they might need to resort to divination or commune spells or similar magic
warehouse is well guarded, and protected at night by “vicious guard dogs” (a trio of manticores whose snarling can be heard from the street). Getting that information out of any local requires a bribe
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of warriors in training. The chamber contains the following: Githyanki. A female githyanki knight named Saziq leads six githyanki warriors (three females and three males) in weapon drills.
Training
leads to area 31. The trapdoor is a 3-foot-square stone slab that requires a successful DC 13 Strength (Athletics) check to push open.
If combat breaks out here, the githyanki gish in area 29d come to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of warriors in training. The chamber contains the following: Githyanki. A female githyanki knight named Saziq leads six githyanki warriors (three females and three males) in weapon drills.
Training
leads to area 31. The trapdoor is a 3-foot-square stone slab that requires a successful DC 13 Strength (Athletics) check to push open.
If combat breaks out here, the githyanki gish in area 29d come to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
34. Guardians Bar the Way The passage leads toward a set of double bronze doors bearing the engraved face of the jaguar god. Both walls of the corridor are carved to represent two lines of warriors
the pressure plate is depressed, two of the carved warriors pivot out from the walls in front of the party, crossing their metal halberds before them to bar the way to the northern doors. The blades
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
34. Guardians Bar the Way The passage leads toward a set of double bronze doors bearing the engraved face of the jaguar god. Both walls of the corridor are carved to represent two lines of warriors
the pressure plate is depressed, two of the carved warriors pivot out from the walls in front of the party, crossing their metal halberds before them to bar the way to the northern doors. The blades
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
wide. The alcove itself is four feet high. The recess contains some sort of display.
The display appears to be a diorama depicting a hunting party of Olman warriors, in feathers and deer-hide
below. Center Display. The diorama in the alcove holds twelve tribal warriors, one scout, a mastiff, and a panther. The deer don’t animate. Niche A. In a river scene, a dozen commoners gather rushes
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Glorium Gate Destination: Heroic Domains of Ysgard Primary Citizens: Giants and Humanoids Ruler: Tyrza Bonebreaker Blaring horns rally Glorium’s residents to battle. Warriors are forged in the gate
resident owns a weapon and knows how to use it. A tight-knit fellowship of hardened warriors, locals revere gods of war and are distant toward visitors who have yet to prove themselves in combat or
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
wide. The alcove itself is four feet high. The recess contains some sort of display.
The display appears to be a diorama depicting a hunting party of Olman warriors, in feathers and deer-hide
below. Center Display. The diorama in the alcove holds twelve tribal warriors, one scout, a mastiff, and a panther. The deer don’t animate. Niche A. In a river scene, a dozen commoners gather rushes
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Glorium Gate Destination: Heroic Domains of Ysgard Primary Citizens: Giants and Humanoids Ruler: Tyrza Bonebreaker Blaring horns rally Glorium’s residents to battle. Warriors are forged in the gate
resident owns a weapon and knows how to use it. A tight-knit fellowship of hardened warriors, locals revere gods of war and are distant toward visitors who have yet to prove themselves in combat or
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
). The master of the Augury is an elf named Kestia. She has ties to a number of angels of Syrania, and if she chooses she can perform commune. However, as this requires her to call in a celestial favor
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
). The master of the Augury is an elf named Kestia. She has ties to a number of angels of Syrania, and if she chooses she can perform commune. However, as this requires her to call in a celestial favor
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Druid Spells) Spell School Special Druidcraft Transmutation
Antilife Shell Abjuration C Awaken Transmutation M Commune with Nature Divination R Cone of Cold Evocation — Conjure Elemental Conjuration C Contagion Necromancy — Geas Enchantment — Greater
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Druid Spells) Spell School Special Druidcraft Transmutation
Antilife Shell Abjuration C Awaken Transmutation M Commune with Nature Divination R Cone of Cold Evocation — Conjure Elemental Conjuration C Contagion Necromancy — Geas Enchantment — Greater
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Cleric Spells) Spell School Special Guidance Divination C Light
Spells Spell School Special Circle of Power Abjuration C Commune Divination R Contagion Necromancy — Dispel Evil and Good Abjuration C Flame Strike Evocation — Geas Enchantment — Greater Restoration
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Cleric Spells) Spell School Special Guidance Divination C Light
Divination C Stone Shape Transmutation — Level 5 Cleric Spells Spell School Special Commune Divination R Contagion Necromancy — Dispel Evil and Good Abjuration C Flame Strike Evocation — Geas
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Druid Spells) Spell School Special Druidcraft Transmutation
Antilife Shell Abjuration C Awaken Transmutation M Commune with Nature Divination R Cone of Cold Evocation — Conjure Elemental Conjuration C Contagion Necromancy — Geas Enchantment — Greater
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Cleric Spells) Spell School Special Guidance Divination C Light
Spells Spell School Special Circle of Power Abjuration C Commune Divination R Contagion Necromancy — Dispel Evil and Good Abjuration C Flame Strike Evocation — Geas Enchantment — Greater Restoration
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Druid Spells) Spell School Special Druidcraft Transmutation
Antilife Shell Abjuration C Awaken Transmutation M Commune with Nature Divination R Cone of Cold Evocation — Conjure Elemental Conjuration C Contagion Necromancy — Geas Enchantment — Greater
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Cleric Spells) Spell School Special Guidance Divination C Light
Divination C Stone Shape Transmutation — Level 5 Cleric Spells Spell School Special Commune Divination R Contagion Necromancy — Dispel Evil and Good Abjuration C Flame Strike Evocation — Geas
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the party appears weak (few in number or needing assistance), 1d6 + 6 grungs with green skin (warriors) surround them as soon as they enter the thorn maze, and press them to attend an audience with
greeted by 1d6 + 6 grungs with green skin (warriors) once they reach the settlement. The grungs welcome them to Dungrunglung and beg the characters to hear what King Groak has to say. Groak entreats
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
warriors (Ryld and Llauzdrar).
Bats. Harmless bats flutter around, disturbed by the drow’s presence.
Stumps. The floor is dotted with the stumps of felled zurkhwood stalks and the occasional bat
natural climbing speed. A successful DC 10 Strength (Athletics) check is needed otherwise. Moving across the trunk without slipping or falling requires a successful DC 10 Dexterity (Acrobatics) check