Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'concern reason godling to have requires'.
Other Suggestions:
concept region goblins to have requires
concept reason goblins to have requires
concept region goblin to have requires
concept reason goblin to have requires
conceal region godling to have require
Monsters
Curse of Strahd
laughter
2nd level (2 slots): alter self, invisibilityClaws (Requires Alter Self). Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target
attack.
Brothers and Sisters of Strahd. Barovian witches have no scruples. They will deal with anyone in return for power. They will also betray anyone for the same reason. The only thing they fear is
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
own laws.
Firbolgs use their magic to keep their presence in a forest secret. This approach allows them to avoid the politics and struggles of elves, humans, and orcs. Such events concern the
Reason for Adventuring
1
Outcast for murder
2
Outcast for severely damaging home territory
3
Clan slain by invading humanoids
4
Clan slain by a dragon or demon
5
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
rival orcs first and foremost as competitors for food and victims.
On some occasions, though, tribes that have a common concern band together. The result is an orc horde — a sea of slavering
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to live off the scraps of others, and they are often dominated by larger
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
civilization throughout the North, although his primary concern is to rebuild the city and its economy. The most direct route to Neverwinter from the Dessarin Valley is to head west along the trail from
as little as eight or nine days. Reason to Visit. If the characters need the services and commerce of a big city and Waterdeep doesn’t do for some reason, then Neverwinter is the next best choice.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
on their knowledge of scrivening and symbology as expressed in the symbol spell. The multiple choice portion of the Exam focuses on identifying common surfaces used for inscribing symbol glyphs. The essay portion then requires students to reason out how best to avoid the effects of a symbol spell.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
out of concern he doesn’t feel the same way. Characters acting on Hugo’s request to get an introduction to Merriweather can tell she reciprocates his feelings by succeeding on a DC 12 Wisdom (Insight
) check, and they find it easy to get her to visit him. Many methods might work, including conveying his interest in meeting her, pickpocketing something of hers and placing it by Hugo’s card stand, or fabricating a reason for Merriweather and Hugo to meet.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, apples, and hops, then ship them downriver (or drive them down the Long Road) to the coast. Few people become rich from farming, but farmers in the region do well for themselves provided the weather cooperates. (That’s one reason why the unusual weather lately has been a concern.)
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, it’s off limits to most visitors. The tower has been condemned for years, though the reason has become obscure. No effort has been made to tear it down or repair it. There have been a few recent reports
of strange noises coming from the tower, but nothing to warrant great concern. Speaking with the Dead Characters who can cast the speak with dead spell or similar magic might be able to question
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
for no reason other than their barbaric attitudes, report them to the Watch and this publication immediately. The Sharn Watch is bound by law to arrest these hooligans when they show their criminal
authority. City workers and other members of the Watch respect the writ, sometimes grudgingly, as long as the characters don’t engage in flagrantly illegal activity. Germaine tries to play up her concern
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
concern of any stronghold is defense, but older and prosperous strongholds can grow to become wondrous underground cities filled with generations of exquisite dwarven artisanship. Regardless of a
of art makes any stronghold a prime target for thieves and raiders. For that reason, the entrance to a stronghold doesn’t broadcast its presence by being a stellar example of dwarven stonework. The
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, moderate, or hard, and use these three DCs: Easy (DC 10). An easy task requires a minimal level of competence or a modicum of luck to accomplish. Moderate (DC 15). A moderate task requires a slightly
training — to pull off a hard task. The outcome of a successful check is usually easy to determine: the character succeeds at whatever he or she set out to accomplish, within reason. It’s usually equally easy to figure out what happens when a character fails a check: the character simply doesn’t succeed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
should strive to keep the character alive and use resources wisely. Run the character yourself. It’s an extra burden for you, but it can work. Decide the character isn’t there. Invent a good reason for
character fade into the background. This solution requires everyone to step out of the game world a bit and suspend disbelief, but might be the easiest solution. You act as if the character’s not there
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
profane entity. Four adventurers hired to retrieve the book from Delphi Mansion have disappeared without a trace. We have good reason to believe they’re dead. This quest, should you choose to undertake
it, requires you to travel to Delphi Mansion and retrieve The Celestial Codex. May you fare better than the last group. Good luck, operatives.”
Closing the music box causes the golden key to vanish.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
“Crime Syndicate”). 2 Dragonmarked Affairs. The job involves some dragonmarked house concern (see “Dragonmarked House”). 3 Espionage. Someone requires some spying or sabotage (see “Espionage Agency
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
voice of reason and common sense on the Council of Four — if not the egalitarianism some hoped. He’s also proven largely resistant to scandal and corruption, though many of his fellow dukes and those
goes out of his way to avoid stress. He shows well in social situations, but is easily manipulated in the political arena. He is known for listening with concern, showing an earnest desire to help
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
expressed interest in excavating and restoring the previous site of the grippli village, a mile from its present location. Pond Mother saw no reason to refuse them, since their motives were seemingly
the village. In any event, saving the eggs, or as many of them as possible, is the grippli’s main concern. If the characters demand payment, Pond Mother can offer the modest contents of the trading
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
knife is undertaken by a collective of artisans, and requires a range of exotic materials and components. Additionally, the act of creation takes twenty or more years off the lead artisan’s life. It goes
faction, you’d almost never see two teams in the same place at the same time — unless they had been given opposite tasks for some reason. If that’s the case, get out of there quick, because whatever happens next isn’t going to be pleasant.
— Omin Dran
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Wizardry There’s a reason most powerful wizards are old. The special formulas of action, item, and sound that produce wizardly magic require precision, and such precision comes only from long
practice. More than that, each spell a wizard might cast requires a portion of one’s powerful intellect to be dedicated to the task, with the necessary patterns of thought and proper mindset kept in stasis
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
voice of reason and common sense on the Council of Four — if not the egalitarianism some hoped. He’s also proven largely resistant to scandal and corruption, though many of his fellow dukes and those
goes out of his way to avoid stress. He shows well in social situations, but is easily manipulated in the political arena. He is known for listening with concern, showing an earnest desire to help
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
not be sufficient motivation to take that risk. The Grand Masquerade is a fantastic adventure backdrop, but not a complete adventure. Adventurers need a good reason to attend; you can give them one by
the characters have a reason to be at the Grand Masquerade, they face a series of dangerous trials as they navigate the social intricacies of the ball. Common challenges include securing an invitation
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
14. Wizards’ Quarters The doors leading into this area are cracked, their iron hinges partially melted. Wrenching or smashing open the doors requires a successful DC 15 Strength check. Dust, ash
wraith first rises up from the floor, it says, “Your presence is offensive to me, your life forfeit. My treasures are mine alone, not yours to plunder!” If the characters make no attempt to reason with
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
rarity of each one. The table also indicates whether an item requires attunement. All the items use the magic items rules in the Dungeon Master’s Guide. Magic Items Rarity Item Attunement Common
tattoos are a reason robes are so popular with wizards. Robes cover the ankle and lower-back tattoos so many of us got as apprentices. Don’t even ask.
Tasha
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Sisters of Strahd. Barovian witches have no scruples. They will deal with anyone in return for power. They will also betray anyone for the same reason. The only thing they fear is Strahd, and his
self, invisibility
Actions
Claws (Requires Alter Self). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. This attack is magical.
Dagger. Melee or
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Helmed Horror This construct possesses intelligence, the ability to reason and adjust its tactics, and an unswerving devotion to its maker that persists even after its maker’s demise. Resembling an
armor, the helmed horror requires less direction and maintenance as it carries out its appointed tasks. A helmed horror follows its orders with complete loyalty, and is intelligent enough to
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
prison at large. Doing so without alerting the guards requires a successful DC 13 Dexterity (Stealth) check. Recovering the characters’ weapons from the lockbox requires a successful DC 16 Dexterity
provide a satisfactory reason for their visit and subterfuge. The warden only accepts the characters’ presence if they are seeking shelter. In that case, she grants them temporary accommodations (in
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
prison at large. Doing so without alerting the guards requires a successful DC 13 Dexterity (Stealth) check. Recovering the characters’ weapons from the lockbox requires a successful DC 16 Dexterity
provide a satisfactory reason for their visit and subterfuge. The warden only accepts the characters’ presence if they are seeking shelter. In that case, she grants them temporary accommodations (in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
grants spells to his clergy in response to their invocations. Rousing him for advice or direct intervention is possible, but requires many ritual murders to be performed in his name, and his return
every century or so, although often it is the newest yuan-ti godling that falls prey to the next one’s ambitions.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
marriages and funerals. Temples are places where worshipers go either to spend personal or family time in a space consecrated to a deity or to seek the aid of the priests for some reason. Small
pronouncements of this sort are often personal in scope and brief, and those edicts that concern broader matters tend to be open to interpretation or debate. Priesthood Priesthood is a vocation like any
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
to one of concern for a lost patient. Trantor describes Jarme as a quiet sort who was resolute in his claims of innocence. Though the physician has no reason to doubt the evidence suggesting that the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
sentient beings must come to the light of reason and goodness of their own volition. That is why it is not interested in controlling minds: it focuses only on deeds, setting an example to the world in hopes
aren’t born evil—it takes time for evil to fool you into thinking that its voice is yours. That is why to know who you truly are is what the Order requires from each hopeful who wishes to join our ranks
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
any reason other than to break into the Vault of Dragons. Esvele is willing to bring them on as business partners, allowing them access to the vault (preferably when there aren’t guild
dwarf engineers and requires a successful DC 20 Wisdom (Perception) check to locate. Esvele has already disarmed a magic trap on the door, rendering it safe to open. Beyond it lies a dusty staircase that
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
reason, most demons shun nabassus and force them to live on the fringes of the Abyss. There, nabassus pick off weaker demons or, if the situation warrants, gather in packs to take down larger prey. Some
hour, provided that creature is neither a construct nor an undead. The devouring requires the nabassu to be within 5 feet of the corpse for at least 10 minutes, after which it gains a number of Hit
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Spawning Stone for this reason. The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his
) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Goldenfields Goldenfields is a huge, walled temple-farm dedicated to Chauntea, the goddess of agriculture. Called “the Granary of the North,” it’s the only reason many Northerners ever taste soft
in many places. Time and weather have eroded some of the mortar, creating ruts between the stones that can serve as handholds and footholds. Scaling the walls requires a successful DC 15 Strength