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Returning 35 results for 'condition rendering guild to have receives'.
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Magic Items
Dungeon Master’s Guide
of the ointment or apply it to a creature within 5 feet of yourself. The creature that receives it regains 2d8 + 2 Hit Points and ceases to have the Poisoned condition.
Monsters
Monster Manual
Advanced Telepathy. The flumph perceives the content of any telepathic communication within 60 feet of it.
Prone Deficiency. If the flumph receives the Prone condition, roll a die. On an odd number
, it has the Incapacitated condition. At the end of each of its turns, the flumph makes a DC 10 Dexterity saving throw, ending the Incapacitated condition on a success.
Telepathic Shroud. The flumph
Monsters
Monster Manual
":"Piercing"} Piercing damage, and the target has the Poisoned condition until the start of the devil’s next turn. Until this poison ends, the target can’t regain Hit Points.
Infernal Glaive
: DC 12. Failure: The target receives an infernal wound. While wounded, the target loses 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Infernal Glaive"} Hit Points at the start of
Spells
Player’s Handbook
receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn’t end on it.
Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast
Monsters
The Book of Many Things
throw or have the prone condition.
Magic Longsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Magic Longsword"} to hit, reach 5
few words. He shares leadership of the guild with Boss Delour and has a knack for planning heists. Guild members consider him a brutal but fair leader. Some perceptive guild members—like Kathra
Monsters
The Book of Many Things
damage if he fails, provided he doesn’t have the incapacitated condition.
Nimbleness. Delour can move through the space of a Medium or larger creature.
Regeneration. Delour regains 10 hit points
him dangerous. He can smile and shake someone’s hand while simultaneously plotting to ruin that person.
Expanding the guild’s activities beyond thievery was Delour’s idea. He
Monsters
The Book of Many Things
":"Constrict", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target has the grappled condition (escape DC 19). Until this grapple ends, the target takes 11 (2d10);{"diceNotation":"2d10
":"Snake Bite", "rollDamageType":"piercing"} piercing damage, and the target must succeed on a DC 18 Constitution saving throw or have the poisoned condition until the start of Euryale’s next
monsters
in a 20-foot Emanation originating from the gibtanius. A creature within 5 feet of the gibtanius makes the save with Disadvantage. Failure: The target has the Poisoned condition for 1 minute. At the
end of each of its turns, the creature repeats the save, ending the condition on itself on a success. Success: The creature is immune to Powerful Stench for 1 minute.
Standing Leap. The
monsters
Inscrutable Mind. If a creature tries to read the worm’s mind, that creature must succeed on a DC 19 Intelligence saving throw or have the Stunned condition. The creature repeats the save at
", "rollAction":"Bite", "rollDamageType":"Force"} Force damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 19).
Psychic Caress. Intelligence Saving Throw: DC 19
monsters
Large or smaller creature whose space it passes through has the Grappled condition (escape DC 14) from the spectral rails.
Haunting Whistle. The locomotive blows its wailing steam whistle. Wisdom Saving
the Frightened condition until the end of its next turn. Failure or Success: The locomotive can’t take this action again until the start of its next turn.The Ghostlight Locomotive is the engine
monsters
have the Incapacitated condition and the devil doesn’t have Disadvantage on the attack roll. Multiattack. The devil makes two Bite attacks.
Bite. Melee Attack Roll: +5;{"diceNotation
has witnessed, which the creature receives in a flash of information. After relaying these visions, the accuser devil can’t recall those events again.
Invisibility. The devil has the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Race and Class Each guild description in chapter 2 provides suggested races and classes for characters belonging to that guild. Some races have strong traditions that direct them toward certain
guilds, but exceptions exist. If you choose a class or a race that’s not typical for your guild, you might have trouble finding a role in the guild — or, more accurately, your superiors might have trouble
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Race and Class Each guild description in chapter 2 provides suggested races and classes for characters belonging to that guild. Some races have strong traditions that direct them toward certain
guilds, but exceptions exist. If you choose a class or a race that’s not typical for your guild, you might have trouble finding a role in the guild — or, more accurately, your superiors might have trouble
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
creaking of the hull echoes throughout the ship. 3 Any creature that removes itself from the ship’s spelljamming helm receives a startling but harmless magical shock. 4 The ship’s companionways are smaller
rendering of a mysterious star chart that pulsates occasionally with scintillating colors. 7 The ship’s air envelope has a salty, briny smell. 8 Bulkheads throughout the ship have lines of poetry scrawled
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
creaking of the hull echoes throughout the ship. 3 Any creature that removes itself from the ship’s spelljamming helm receives a startling but harmless magical shock. 4 The ship’s companionways are smaller
rendering of a mysterious star chart that pulsates occasionally with scintillating colors. 7 The ship’s air envelope has a salty, briny smell. 8 Bulkheads throughout the ship have lines of poetry scrawled
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Utilize action, you can swallow one dose of the ointment or apply it to a creature within 5 feet of yourself. The creature that receives it regains 2d8 + 2 Hit Points and ceases to have the Poisoned condition.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, creating the following effects: Acrid Haze. Odorous and stifling fog covers the area within 1 mile of the lair, rendering that area Lightly Obscured. Travel for creatures other than the dragon and its allies
throw or have the Poisoned condition for 1 hour. If the dragon dies or moves its lair elsewhere, these effects end immediately.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, creating the following effects: Acrid Haze. Odorous and stifling fog covers the area within 1 mile of the lair, rendering that area Lightly Obscured. Travel for creatures other than the dragon and its allies
throw or have the Poisoned condition for 1 hour. If the dragon dies or moves its lair elsewhere, these effects end immediately.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the target. If the target fails three of the saves, the spell lasts for 7 days on it. Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn’t end on it.
Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the target. If the target fails three of the saves, the spell lasts for 7 days on it. Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn’t end on it.
Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
are needed to enter it or what lies within. When the characters arrive, Esvele is in area O2, meeting with the following three guild representatives (commoners): Sembra Vashir (LN female Calishite
human), of the Carpenters’, Roofers’, and Plaisterers’ Guild Pynt Oomtrowl (CG female rock gnome), of the Cellarers’ and Plumbers’ Guild Jarbokken Frostbeard (LG male shield dwarf), of the Guild of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
are needed to enter it or what lies within. When the characters arrive, Esvele is in area O2, meeting with the following three guild representatives (commoners): Sembra Vashir (LN female Calishite
human), of the Carpenters’, Roofers’, and Plaisterers’ Guild Pynt Oomtrowl (CG female rock gnome), of the Cellarers’ and Plumbers’ Guild Jarbokken Frostbeard (LG male shield dwarf), of the Guild of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Utilize action, you can swallow one dose of the ointment or apply it to a creature within 5 feet of yourself. The creature that receives it regains 2d8 + 2 Hit Points and ceases to have the Poisoned condition.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the target. If the target fails three of the saves, the spell lasts for 7 days on it. Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn’t end on it.
Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
any equipment used by the characters must be deposited with the guild and will be refunded when it is returned in good condition or after the successful completion of the mission.
The Job at Hand The posted contract explains that any interested parties are to meet with Guildmaster Tabeth at the local guild house. When the characters follow up, Tabeth provides them with the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
guild. Members of House Dimir ultimately receive their orders from this source without having any idea of who issued the order or why. Messages to agents are funneled through thought strands (see
“Spell: Encode Thoughts” later in this section) and telepathic couriers. By design, you don’t have much interaction with other members of your guild. You might never meet your primary guild contact face
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
guild. Members of House Dimir ultimately receive their orders from this source without having any idea of who issued the order or why. Messages to agents are funneled through thought strands (see
“Spell: Encode Thoughts” later in this section) and telepathic couriers. By design, you don’t have much interaction with other members of your guild. You might never meet your primary guild contact face
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
any equipment used by the characters must be deposited with the guild and will be refunded when it is returned in good condition or after the successful completion of the mission.
The Job at Hand The posted contract explains that any interested parties are to meet with Guildmaster Tabeth at the local guild house. When the characters follow up, Tabeth provides them with the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
60 feet of it.
Prone Deficiency. If the flumph receives the Prone condition, roll a die. On an odd number, it has the Incapacitated condition. At the end of each of its turns, the flumph makes a DC
10 Dexterity saving throw, ending the Incapacitated condition on a success.
Telepathic Shroud. The flumph’s thoughts can’t be read by any means, and magic can’t detect its location or observe it
Compendium
- Sources->Dungeons & Dragons->Monster Manual
massive pincers before rendering foes helpless with their paralytic tentacles. Chuuls don’t age and can lie dormant in hidden places for millennia before threats, ancient orders, or strange
, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two pincers.
Paralyzing Tentacles
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trying to drive the Xanathar Guild out of Skullport. His ties to the Black Network make Rizzeryl an enemy of the Xanathar Guild, which currently controls Skullport and is trying to secure the uppermost
levels of Undermountain. Rizzeryl has begun haranguing the Xanathar Guild forces on this level with the help of the wererat gang, which hails from Skullport. The drow wizard and the wererats have no
Compendium
- Sources->Dungeons & Dragons->Monster Manual
60 feet of it.
Prone Deficiency. If the flumph receives the Prone condition, roll a die. On an odd number, it has the Incapacitated condition. At the end of each of its turns, the flumph makes a DC
10 Dexterity saving throw, ending the Incapacitated condition on a success.
Telepathic Shroud. The flumph’s thoughts can’t be read by any means, and magic can’t detect its location or observe it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trying to drive the Xanathar Guild out of Skullport. His ties to the Black Network make Rizzeryl an enemy of the Xanathar Guild, which currently controls Skullport and is trying to secure the uppermost
levels of Undermountain. Rizzeryl has begun haranguing the Xanathar Guild forces on this level with the help of the wererat gang, which hails from Skullport. The drow wizard and the wererats have no
Compendium
- Sources->Dungeons & Dragons->Monster Manual
massive pincers before rendering foes helpless with their paralytic tentacles. Chuuls don’t age and can lie dormant in hidden places for millennia before threats, ancient orders, or strange
, reach 10 ft. Hit: 9 (1d10 + 4) Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two pincers.
Paralyzing Tentacles
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Carver Guild Slay Monsters Fearlessly and Recklessly Since the beginning of time, the brave glared into danger’s ferocious eyes and fought monsters. Those who survived were the ones smart enough to
arm themselves properly and know precisely where to strike—or those who knew when to flee and return with a new plan.
Members of the Carver Guild are the Monster Hunters typically called upon when