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Returning 35 results for 'completed workings reach'.
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Classes
Player’s Handbook
;Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar's Pack, and 5 GP; or (B) 55 GP
Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of
, you gain the following class features when you reach the specified Wizard levels. These features are listed in the Wizard Features table.
Classes
Player’s Handbook
Sorcerer’s gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is
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Sorcerer Class Features
As a Sorcerer, you gain the following class features when you reach the specified Sorcerer levels. These features are listed in the Sorcerer Features table.
Monsters
Acquisitions Incorporated
Clockwork Behir. Any character fighting the clockwork behir can see that the complex arrangement of its workings gives it a unique vulnerability. Any character within 5 feet of the construct can use
","rollType":"to hit","rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6);{"diceNotation":"3d10+6","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Slam"} to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6);{"diceNotation":"3d10+6", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"bludgeoning"} bludgeoning damage.
Rock
while creating art might rise as a cairnwight and continue the work. Once the artwork is completed, the cairnwight remains as its undying guardian.
A cairnwight looks much like an emaciated stone
Monsters
Curse of Strahd
effects.Multiattack. The Abbot makes two melee attacks.
Mace. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Mace"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4
in reuniting Strahd with his lost love and, in so doing, ending Barovia's curse. The Abbot has recently completed work on a flesh golem bride made from the body parts of dead women. While the Belviews
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, reach 5 ft., one target. Hit: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Chilling Grasp", "rollDamageType":"cold"} cold damage, and the alhoon regains 14 hit points.
Arcane
. However, wizardry remains a temptation. In the pages of a spellbook, an illithid sees a system to acquire authority. Through the writings of the wizard who penned it, the illithid perceives the workings of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Use Magic Device By 13th level, you have learned enough about the workings of magic that
you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Use Magic Device By 13th level, you have learned enough about the workings of magic that
you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Use Magic Device By 13th level, you have learned enough about the workings of magic that you
can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level, you have
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Use Magic Device By 13th level, you have learned enough about the workings of magic that you
can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level, you have
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
passing through the Dwarven Valley. Both options are discussed below. Targos to Caer-Konig Sticking to trails and roads, the characters can safely reach Caer-Konig in 14½ hours on foot. The trip begins
, covering 12 miles in 24 hours on foot. They can halve the travel time if they use dogsleds. When the characters reach the halfway point in their journey, they come across a potential obstacle. Use the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
criminals who stole a horn of blasting from a storm giant king. Helmdar completed his mission but was killed by Zikzokrishka and turned into an undead thrall to guard her lair. Treasure The horn of
or hurls two rocks.
Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage plus 18 (4d8) necrotic damage.
Rock. Ranged Weapon Attack: +14 to hit
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
criminals who stole a horn of blasting from a storm giant king. Helmdar completed his mission but was killed by Zikzokrishka and turned into an undead thrall to guard her lair. Treasure The horn of
or hurls two rocks.
Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage plus 18 (4d8) necrotic damage.
Rock. Ranged Weapon Attack: +14 to hit
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
passing through the Dwarven Valley. Both options are discussed below. Targos to Caer-Konig Sticking to trails and roads, the characters can safely reach Caer-Konig in 14½ hours on foot. The trip begins
, covering 12 miles in 24 hours on foot. They can halve the travel time if they use dogsleds. When the characters reach the halfway point in their journey, they come across a potential obstacle. Use the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
above and below. The plan is to get the characters to the Pudding King while the other factions hold the oozes at bay. To reach the Pudding King, the characters must face 1d4 + 2 encounters, minus
cleanse the temple of Callardurran Smoothhands (area 22), an earth elemental aids them. If the characters completed both tasks, the elemental has 15 additional hit points. If the characters fetch the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
rise as a cairnwight and continue the work. Once the artwork is completed, the cairnwight remains as its undying guardian. A cairnwight looks much like an emaciated stone giant. Its form is caked with
Actions
Multiattack. The cairnwight makes two Slam attacks or two Rock attacks, and it uses its Petrifying Touch if available.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
rise as a cairnwight and continue the work. Once the artwork is completed, the cairnwight remains as its undying guardian. A cairnwight looks much like an emaciated stone giant. Its form is caked with
Actions
Multiattack. The cairnwight makes two Slam attacks or two Rock attacks, and it uses its Petrifying Touch if available.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
above and below. The plan is to get the characters to the Pudding King while the other factions hold the oozes at bay. To reach the Pudding King, the characters must face 1d4 + 2 encounters, minus
cleanse the temple of Callardurran Smoothhands (area 22), an earth elemental aids them. If the characters completed both tasks, the elemental has 15 additional hit points. If the characters fetch the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
annihilation that slowly drains away Tarnhem’s essence to fuel the magical workings of the tomb. A successful DC 12 Intelligence (Investigation) check identifies a number of silver wires attached to the
Attack: +14 to hit, reach 10 ft., one target. Hit: 13 (2d4 + 8) bludgeoning damage plus 7 (2d6) fire damage. If released, Tarnhem upholds any agreement he made to not harm the characters. He instead
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, creating multiversal anomalies. Shemeshka planned to eventually release the modrons to Mechanus, where they would skew the workings of that plane. She would then take advantage of the chaos. R04M wants
’ long-term entrapment. Back to the Outlands Once the characters agree to aid R04M, they’ll need to find a way to reach Gzemnid’s Realm. R04M shares the location of the portal he originally used to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Andir Valmakos Despite his aptitude for magic and his parents’ being wizards themselves, Andir completed his apprenticeship and chose not to immediately seek out other Mages of High Sorcery. Instead
prepared:
At will: light, ray of frost
1st level (2 slots): thunderwave
Actions
Arcane Burst. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Andir Valmakos Despite his aptitude for magic and his parents’ being wizards themselves, Andir completed his apprenticeship and chose not to immediately seek out other Mages of High Sorcery. Instead
prepared:
At will: light, ray of frost
1st level (2 slots): thunderwave
Actions
Arcane Burst. Melee or Ranged Spell Attack: +4 to hit, reach 5 ft. or range 120 ft., one target. Hit: 7 (1d10 + 2
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
sea wall protects the polis’s port on the Bay of Meletis, while a lengthy channel cuts through the surrounding land to reach Meletis Harbor on the Siren Sea. Pyrgnos Many Meletians speak of the “edifice
for observers to see the workings of the gods among the stars and constellations. Priests, mages, and philosophers interpret what they see in the Observatory as signs and omens from the gods. Myth of
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
annihilation that slowly drains away Tarnhem’s essence to fuel the magical workings of the tomb. A successful DC 12 Intelligence (Investigation) check identifies a number of silver wires attached to the
Attack: +14 to hit, reach 10 ft., one target. Hit: 13 (2d4 + 8) bludgeoning damage plus 7 (2d6) fire damage. If released, Tarnhem upholds any agreement he made to not harm the characters. He instead
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, creating multiversal anomalies. Shemeshka planned to eventually release the modrons to Mechanus, where they would skew the workings of that plane. She would then take advantage of the chaos. R04M wants
’ long-term entrapment. Back to the Outlands Once the characters agree to aid R04M, they’ll need to find a way to reach Gzemnid’s Realm. R04M shares the location of the portal he originally used to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
sea wall protects the polis’s port on the Bay of Meletis, while a lengthy channel cuts through the surrounding land to reach Meletis Harbor on the Siren Sea. Pyrgnos Many Meletians speak of the “edifice
for observers to see the workings of the gods among the stars and constellations. Priests, mages, and philosophers interpret what they see in the Observatory as signs and omens from the gods. Myth of
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
High Road, the party can easily get to town. They may also decide to approach from a less conspicuous direction. Either way, they can get to the edge of town without being spotted. When they reach Leilon
in the next wave of the battle, as described below.) The characters start 500 feet from the priest. She has already completed enough of her ritual to summon the water elemental, and every four rounds
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
High Road, the party can easily get to town. They may also decide to approach from a less conspicuous direction. Either way, they can get to the edge of town without being spotted. When they reach Leilon
in the next wave of the battle, as described below.) The characters start 500 feet from the priest. She has already completed enough of her ritual to summon the water elemental, and every four rounds
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
appear. The ritual can’t be completed if the statue is destroyed or the magic gem is removed. If the characters discern or divine the gem’s location with the aid of magic, they can try to dig the gem
out of the statue’s chest. Climbing up the statue is a simple matter, requiring no ability check, and a character within reach of the chest cavity can use an action to dig into it. Have that
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
appear. The ritual can’t be completed if the statue is destroyed or the magic gem is removed. If the characters discern or divine the gem’s location with the aid of magic, they can try to dig the gem
out of the statue’s chest. Climbing up the statue is a simple matter, requiring no ability check, and a character within reach of the chest cavity can use an action to dig into it. Have that
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
condemned to walk the world forever. Some are spawned when dark magic or the touch of a wraith rips a soul from a living body. Beyond Redemption. When a ghost’s unfinished business is completed, it can rest
. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
when they begin each chapter. Once they reach 9th level, they don’t advance to 10th level until they’ve completed the goals in both chapters 10 and 11. Of course, you can ignore these milestones and track XP as normal. Figure 0.1: Adventure Flowchart
the North. Players choose which giant lord they wish to confront. This villain has a conch of teleportation that the characters need to reach Maelstrom, a storm giant stronghold in the depths of the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Masquerade Preparations The following tasks must be completed to transform Kollema Hall: Remove all the tables from the first floor. Unpack the supplies delivered from the Biblioplex. Hang banners
, this magic has somehow activated early, causing a student the characters know to levitate unexpectedly, stranding them 50 feet in the air, out of reach of any solid objects. The student can’t move from
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
condemned to walk the world forever. Some are spawned when dark magic or the touch of a wraith rips a soul from a living body. Beyond Redemption. When a ghost’s unfinished business is completed, it can rest
. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
cast on a humanoid whose soul is either trapped in the Soulmonger or has been devoured by the atropal (see “Soul Devouring” below). The Soulmonger does not affect the workings of speak with dead
overcome, prepare the characters for greater threats awaiting them in Omu. If the characters reach Omu too soon, they probably won’t be high enough level to survive there for long. When the characters