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Returning 35 results for 'concerns rooting gain to her residents'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
each: arcane gate, detect thoughts, true seeingWarlocks of the Great Old One gain their powers through magical pacts forged with eldritch entities from strange and distant realms of existence. Some
of these warlocks associate with cultists devoted to these entities, as well as Aberrations that share their goals, yet other warlocks of the Great Old One are experts at rooting out the chaos and
Monsters
Planescape: Adventures in the Multiverse
vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points.
Telepathic Shroud. The swarm is immune to any
residents of the City of Doors, whether by simply living together or by pursuing greater ambitions. When squeakers collect in large numbers, their swarms merge into a single intelligence with enhanced
Monsters
Fizban's Treasury of Dragons
single topaz dragon scale on the deck.
2
A topaz dragon has claimed a stretch of coastline and ordered the residents of a seaside town to vacate the area or suffer the dragon’s wrath
realize they enjoy hunting together.
5
A tempestuous marid continually floods the carefully dried-out lair of a topaz dragon.
6
A sahuagin baron attempts to gain the support of other sahuagin
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Residents and Politics The current population of the Styes is a little under twelve thousand residents, but they’re packed into an area that might house half that number in a more prosperous
settlement. Four-fifths of the district’s residents are human, with the remainder split between gnomes, dwarves, halflings, half-orcs, half-elves, and a smattering of other humanoids. The Styes is ruled by a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Residents and Politics The current population of the Styes is a little under twelve thousand residents, but they’re packed into an area that might house half that number in a more prosperous
settlement. Four-fifths of the district’s residents are human, with the remainder split between gnomes, dwarves, halflings, half-orcs, half-elves, and a smattering of other humanoids. The Styes is ruled by a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
being a patriar, having a patriar’s letter or livery, showing a Watch token issued to the Upper City’s residents or licensed to its few inns for guest use, or paying an entry toll. Tokens and tolls are
convenient access from their homes to their business concerns and back. Privately funded by the patriars, and thus serving as a display of their personal success, these gates are more ornate and
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
being a patriar, having a patriar’s letter or livery, showing a Watch token issued to the Upper City’s residents or licensed to its few inns for guest use, or paying an entry toll. Tokens and tolls are
convenient access from their homes to their business concerns and back. Privately funded by the patriars, and thus serving as a display of their personal success, these gates are more ornate and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
being a patriar, having a patriar’s letter or livery, showing a Watch token issued to the Upper City’s residents or licensed to its few inns for guest use, or paying an entry toll. Tokens and tolls are
convenient access from their homes to their business concerns and back. Privately funded by the patriars, and thus serving as a display of their personal success, these gates are more ornate and
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
being a patriar, having a patriar’s letter or livery, showing a Watch token issued to the Upper City’s residents or licensed to its few inns for guest use, or paying an entry toll. Tokens and tolls are
convenient access from their homes to their business concerns and back. Privately funded by the patriars, and thus serving as a display of their personal success, these gates are more ornate and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Inquisitive As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and
(Investigation) check to uncover or decipher clues. Insightful Fighting At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Inquisitive As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and
(Investigation) check to uncover or decipher clues. Insightful Fighting At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Nora Ann Wu Neutral Good Human Second Year (Prismari)
Rarely without a smile on her face, Nora is a kind person who is generous with her time and attention. This has led her to gain employment
thoughtfully handles concerns ranging from students’ homesickness to matters that require her to act as an advocate for another student.
Nora is a passionate member of the Distinguished Society of
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Nora Ann Wu Neutral Good Human Second Year (Prismari)
Rarely without a smile on her face, Nora is a kind person who is generous with her time and attention. This has led her to gain employment
thoughtfully handles concerns ranging from students’ homesickness to matters that require her to act as an advocate for another student.
Nora is a passionate member of the Distinguished Society of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
concerns mid-game and support one another in doing so. Techniques for facilitating this are further explored in chapter 4. Add to Your Own Terror. Feel free to make horrific circumstance worse for
expect to escape a horror story unscathed. While your character should do everything they can to survive and triumph over challenges, any scars they gain along the way are part of what makes the horror meaningful and memorable.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
conflict is a great war of attrition — the combatants don’t often gain or lose territory as the result of battle. But on a personal scale, combat is brutal, with no quarter given or expected. The duergar
activity or to recover stolen treasures if they can do so without attracting too much attention. This eternal enmity between duergar and dwarves doesn’t consume either side; both have other concerns
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
concerns mid-game and support one another in doing so. Techniques for facilitating this are further explored in chapter 4. Add to Your Own Terror. Feel free to make horrific circumstance worse for
expect to escape a horror story unscathed. While your character should do everything they can to survive and triumph over challenges, any scars they gain along the way are part of what makes the horror meaningful and memorable.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
conflict is a great war of attrition — the combatants don’t often gain or lose territory as the result of battle. But on a personal scale, combat is brutal, with no quarter given or expected. The duergar
activity or to recover stolen treasures if they can do so without attracting too much attention. This eternal enmity between duergar and dwarves doesn’t consume either side; both have other concerns
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the stirges are always here. Normally the stirges prey on the plentiful bats and leave the cave’s other residents alone, but not always. Characters notice dead bats on the floor (victims of the stirges
, and the opportunistic bloodsuckers attack in the confusion. The stirges gain a +2 bonus to AC in the bat storm. The bats calm down and return to their roosts on the ceiling after five minutes of quiet
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the stirges are always here. Normally the stirges prey on the plentiful bats and leave the cave’s other residents alone, but not always. Characters notice dead bats on the floor (victims of the stirges
, and the opportunistic bloodsuckers attack in the confusion. The stirges gain a +2 bonus to AC in the bat storm. The bats calm down and return to their roosts on the ceiling after five minutes of quiet
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
complex. Ilda knows nothing about the cultists, who have not entered this area. If the characters gain her confidence, Ilda can also offer the following information: Diderius’s passion was powerful
could drive a user insane unless the questions asked were specific and dealt only with the physical world, avoiding metaphysical concerns. Gazing into the pool without first offering a sacrifice was
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
complex. Ilda knows nothing about the cultists, who have not entered this area. If the characters gain her confidence, Ilda can also offer the following information: Diderius’s passion was powerful
could drive a user insane unless the questions asked were specific and dealt only with the physical world, avoiding metaphysical concerns. Gazing into the pool without first offering a sacrifice was
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
have been excavated at the corners of the cavern, each controlled by an enclave and containing offices and temporary lodgings for its merchants. Few of Mantol-Derith’s denizens are permanent residents
power merchants gain from access to it isn’t something they want to share. Normally, life in Mantol-Derith is regulated by three simple covenants: no stealing of goods from fellow merchants, no
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
have been excavated at the corners of the cavern, each controlled by an enclave and containing offices and temporary lodgings for its merchants. Few of Mantol-Derith’s denizens are permanent residents
power merchants gain from access to it isn’t something they want to share. Normally, life in Mantol-Derith is regulated by three simple covenants: no stealing of goods from fellow merchants, no
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
organized faith exists in secret in the Styes, and it plays a central role in the adventure — the cult of Tharizdun. Health Disease and infection are real concerns in the Styes. Most residents suffer
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
organized faith exists in secret in the Styes, and it plays a central role in the adventure — the cult of Tharizdun. Health Disease and infection are real concerns in the Styes. Most residents suffer
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
favor of new designs. Within the dream, the people don’t sleep, eat, or need to attend to any other concerns. They know only their work and the glory of Tsien Chiang. In the waking world, the truth of
Palace of Bones and the gold-scaled Ping’On Tower loom. By day, the streets are largely empty, except for those few desperate residents of I’Cath who have yet to succumb to the domain’s dream. They
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
favor of new designs. Within the dream, the people don’t sleep, eat, or need to attend to any other concerns. They know only their work and the glory of Tsien Chiang. In the waking world, the truth of
Palace of Bones and the gold-scaled Ping’On Tower loom. By day, the streets are largely empty, except for those few desperate residents of I’Cath who have yet to succumb to the domain’s dream. They
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Correspondence In some domains, the residents are aware that realms exist beyond the Mists, but most have little interest in lands beyond their own. The Darklords’ obsessions distract them from concerns
takes 250 days to gain mastery of a language, consider allowing characters to navigate basic social interactions—such as asking for directions or conveying peaceful intentions—after 7 days of training
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Correspondence In some domains, the residents are aware that realms exist beyond the Mists, but most have little interest in lands beyond their own. The Darklords’ obsessions distract them from concerns
takes 250 days to gain mastery of a language, consider allowing characters to navigate basic social interactions—such as asking for directions or conveying peaceful intentions—after 7 days of training
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the more than four hundred residents and prisoners housed in the asylum. Consequently, the less troubled residents are called upon to help run the place. Everyone in the asylum, workers and residents
. Constant screaming and cursing from the cells combines with an overpowering stench of unwashed bodies, filth, mildew, and rotting straw. Each character must succeed on a DC 10 Constitution check or gain
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
years in the settling. A plague chased most residents out of the Warrens and Downshadow, and living or digging below the city’s surface has been deemed illegal except by those authorized by the lords
mainly the wealthy or influential who can’t count themselves among the nobility. Other structures are taken up by educational or religious concerns that primarily serve the city at large, not the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
years in the settling. A plague chased most residents out of the Warrens and Downshadow, and living or digging below the city’s surface has been deemed illegal except by those authorized by the lords
mainly the wealthy or influential who can’t count themselves among the nobility. Other structures are taken up by educational or religious concerns that primarily serve the city at large, not the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the more than four hundred residents and prisoners housed in the asylum. Consequently, the less troubled residents are called upon to help run the place. Everyone in the asylum, workers and residents
. Constant screaming and cursing from the cells combines with an overpowering stench of unwashed bodies, filth, mildew, and rotting straw. Each character must succeed on a DC 10 Constitution check or gain
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
world. Tenets of the Ancients The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its
. Let the light of your joy and courage shine forth in all your deeds. Oath Spells You gain oath spells at the paladin levels listed. Oath of the Ancients Spells Paladin Level
Spells
3rd
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Chapter 1: A Great Upheaval This chapter is designed to advance a party of 1st-level characters to 5th level. The characters gain levels by accomplishing various goals, which are summarized in the
in the Ardeep Forest. Adventurers can earn good money by offering their services as guards on a hunt. The residents of Nightstone have a longstanding and seemingly irreconcilable conflict with their