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Returning 35 results for 'conditions removal groups to her renown'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Groups of ten warriors follow the commands of sarths (githyanki warrior;githyanki warriors; see the Monster Manual), while ten sarths obey the commands of a mighty kith’rak. These champions
githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Rally the Troops. The githyanki magically ends the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.
monsters
Alien Mind. The gug has Advantage on saving throws to avoid or end the Charmed or Frightened conditions.
Combat Reflexes. The gug has an extra Reaction that can be used only for Opportunity
.
Although gugs may seem bestial, they have keen and wicked intellects. Gugs lair far underground, but they sometimes come to the surface to hunt during dark nights, either alone or in small groups. As
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
as they improve their Renown Scores. Other groups have positions of honor that characters can apply for if their Renown Score is high enough. Characters can earn promotions as their Renown Scores
ranks and titles for the groups in your campaign. Perks Earning renown within a group might come with certain benefits. A character with a Renown Score of 3+ might gain access to a reliable contact, a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
as they improve their Renown Scores. Other groups have positions of honor that characters can apply for if their Renown Score is high enough. Characters can earn promotions as their Renown Scores
ranks and titles for the groups in your campaign. Perks Earning renown within a group might come with certain benefits. A character with a Renown Score of 3+ might gain access to a reliable contact, a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Renown in Kalakeri Judgment follows everything the characters do in Kalakeri. Those who support either of the domain’s factions earn enemies and allies. Those who don’t support a faction draw
suspicion. Those who play the factions against one another might earn the favor of both—but for how long? Using the renown system from the Dungeon Master’s Guide, track the characters’ standing with
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Renown in Kalakeri Judgment follows everything the characters do in Kalakeri. Those who support either of the domain’s factions earn enemies and allies. Those who don’t support a faction draw
suspicion. Those who play the factions against one another might earn the favor of both—but for how long? Using the renown system from the Dungeon Master’s Guide, track the characters’ standing with
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
they don’t, they join groups of another sort, such as mercenary companies or cults. Simic hybrids are all created within the Simic Combine, so it’s rare for them not to be part of it.
Renown As you
, minotaur bartenders, and vedalken tailors all go about their lives in the shadow of the guilds but divorced from those groups’ intrigue and politics. Starting Contacts Your character starts the game
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
they don’t, they join groups of another sort, such as mercenary companies or cults. Simic hybrids are all created within the Simic Combine, so it’s rare for them not to be part of it.
Renown As you
, minotaur bartenders, and vedalken tailors all go about their lives in the shadow of the guilds but divorced from those groups’ intrigue and politics. Starting Contacts Your character starts the game
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
How It Started Acquisitions Incorporated began as most adventuring groups do, with the wholesale removal of irksome kobolds, scouting ruined towers, delving into dwarven necropolis-cities, and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
How It Started Acquisitions Incorporated began as most adventuring groups do, with the wholesale removal of irksome kobolds, scouting ruined towers, delving into dwarven necropolis-cities, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
have sufficient renown in a politically influential faction — or a talent for deception: A character who has at least 4 renown in the Harpers can convince Mirt (see appendix B) to use his authority as a
Lord of Waterdeep to secure Fenerus’s release. Mirt has personally lost coin to the Blood Hawk Posse, so helping Fenerus squirm out of jail stings him deeply. A character who has at least 4 renown in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
(see chapter 8). This changes some of the conditions described in “Underdark Travel” in chapter 2. ATTACKING IN FORCE
When dealing with combat between large groups of creatures — either the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
have sufficient renown in a politically influential faction — or a talent for deception: A character who has at least 4 renown in the Harpers can convince Mirt (see appendix B) to use his authority as a
Lord of Waterdeep to secure Fenerus’s release. Mirt has personally lost coin to the Blood Hawk Posse, so helping Fenerus squirm out of jail stings him deeply. A character who has at least 4 renown in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
(see chapter 8). This changes some of the conditions described in “Underdark Travel” in chapter 2. ATTACKING IN FORCE
When dealing with combat between large groups of creatures — either the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Githyanki Kith’rak The githyanki’s militarized culture assigns ranks and responsibilities to its citizens. Groups of ten warriors follow the commands of the sarths (githyanki warriors), while ten
end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.
Actions
Multiattack. The githyanki makes three greatsword attacks
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Githyanki Kith’rak The githyanki’s militarized culture assigns ranks and responsibilities to its citizens. Groups of ten warriors follow the commands of the sarths (githyanki warriors), while ten
end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.
Actions
Multiattack. The githyanki makes three greatsword attacks
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
track how much damage each monster takes. Most DMs track damage in secret so their players don’t know how many Hit Points a monster has remaining. It helps to have a system to track damage for groups of
like this: Ogre A: Crossed-out:9 Crossed-out:15 Crossed-out:23 Crossed-out:44 Crossed-out:54 Crossed-out:59 dead
Ogre B: Crossed-out:9 Crossed-out:17 38
Ogre C:
Using and Tracking Conditions
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
track how much damage each monster takes. Most DMs track damage in secret so their players don’t know how many Hit Points a monster has remaining. It helps to have a system to track damage for groups of
like this: Ogre A: Crossed-out:9 Crossed-out:15 Crossed-out:23 Crossed-out:44 Crossed-out:54 Crossed-out:59 dead
Ogre B: Crossed-out:9 Crossed-out:17 38
Ogre C:
Using and Tracking Conditions
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
texture as varied as that of clay, earth, and stone. A pech can draw on the magic of the Elemental Plane of Earth to shape stone to its will, but pechs are stronger together than alone. When in groups
Skills Athletics +6, Perception +4, Survival +4
Conditions petrified
Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 14
Languages Common, Terran
Challenge 4 (1,100 XP
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
texture as varied as that of clay, earth, and stone. A pech can draw on the magic of the Elemental Plane of Earth to shape stone to its will, but pechs are stronger together than alone. When in groups
Skills Athletics +6, Perception +4, Survival +4
Conditions petrified
Senses darkvision 120 ft., tremorsense 120 ft., passive Perception 14
Languages Common, Terran
Challenge 4 (1,100 XP
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
make amends come through groups known as sevens—assemblies of the seven people who are closest at hand when an accusation of criminal behavior is made, but who have no direct stake in the outcome. For
traveling throughout Godsbreath, listening to deeds of local renown that could be added to the Awakening Song, sharing stories from other regions, and challenging people to live up to the Covenant gods
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
make amends come through groups known as sevens—assemblies of the seven people who are closest at hand when an accusation of criminal behavior is made, but who have no direct stake in the outcome. For
traveling throughout Godsbreath, listening to deeds of local renown that could be added to the Awakening Song, sharing stories from other regions, and challenging people to live up to the Covenant gods
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Life on the Road The stretch of road from Baldur’s Gate to Waterdeep is a journey of 750 miles. Horse-drawn or mule-drawn freight wagons cover 15 miles per day, depending on conditions. The animals
leaves twelve guards behind. One travels with each wagon, acting as a guard and assistant to the teamster. The other nine are cloaked as private travelers in two distinct groups, seeking company and
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
stay alive. They never leave their homes needlessly. Folk that must travel do so in large groups or with armed escorts as best they can, always sticking to the road, whether wayfaring through Ostoya’s
festers in such conditions. Mud clings to the boots and clothes. In the empire’s northern reaches, drifting snow is common for at least half the year. In the south, a cold mist snakes into valleys
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
encounter another group of creatures and neither side is being stealthy, the two groups automatically notice each other once they are within sight or hearing range of one another. The Audible
height. Lightly Obscured conditions reduce visibility: rain reduces maximum visibility to 1 mile, and fog reduces it to between 100 and 300 feet. Outdoor terrain determines the distance at which
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
encounter another group of creatures and neither side is being stealthy, the two groups automatically notice each other once they are within sight or hearing range of one another. The Audible
height. Lightly Obscured conditions reduce visibility: rain reduces maximum visibility to 1 mile, and fog reduces it to between 100 and 300 feet. Outdoor terrain determines the distance at which
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Life on the Road The stretch of road from Baldur’s Gate to Waterdeep is a journey of 750 miles. Horse-drawn or mule-drawn freight wagons cover 15 miles per day, depending on conditions. The animals
leaves twelve guards behind. One travels with each wagon, acting as a guard and assistant to the teamster. The other nine are cloaked as private travelers in two distinct groups, seeking company and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. If the results indicate strong wind and heavy rain, these weather conditions combine to create a storm that lasts for 1d6 hours. Once the storm has abated, the party’s navigator must succeed on a DC
search for the Morkoth. Weather conditions might hinder their search, but there is no chance of the castle’s being blown off course by a storm. Flying Mounts Because the Trackless Sea is vast and its
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. If the results indicate strong wind and heavy rain, these weather conditions combine to create a storm that lasts for 1d6 hours. Once the storm has abated, the party’s navigator must succeed on a DC
search for the Morkoth. Weather conditions might hinder their search, but there is no chance of the castle’s being blown off course by a storm. Flying Mounts Because the Trackless Sea is vast and its
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Firenewts In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres
others of their kind. If two groups of firenewts come upon each other, it’s likely that they’re in competition for the same territory, and a bloody battle is the usual result. ’Tis always a fight to death
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Firenewts In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres
others of their kind. If two groups of firenewts come upon each other, it’s likely that they’re in competition for the same territory, and a bloody battle is the usual result. ’Tis always a fight to death
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
citizens. Groups of ten warriors follow the commands of sarths (githyanki warriors; see the Monster Manual), while ten sarths obey the commands of a mighty kith’rak. These champions undergo torturous
.
Rally the Troops. The githyanki magically ends the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.
Reactions
Parry. The githyanki adds
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
citizens. Groups of ten warriors follow the commands of sarths (githyanki warriors; see the Monster Manual), while ten sarths obey the commands of a mighty kith’rak. These champions undergo torturous
.
Rally the Troops. The githyanki magically ends the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.
Reactions
Parry. The githyanki adds
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, apply a multiplier of 1.5 when the characters fight a single monster, and a multiplier of 5 for groups of fifteen or more monsters. If the party contains six or more characters, use the next lowest
build easy, medium, hard, and deadly encounters. Just remember that groups of monsters eat up more of that budget than their base XP values would indicate (see step 4). For example, using the party
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, apply a multiplier of 1.5 when the characters fight a single monster, and a multiplier of 5 for groups of fifteen or more monsters. If the party contains six or more characters, use the next lowest
build easy, medium, hard, and deadly encounters. Just remember that groups of monsters eat up more of that budget than their base XP values would indicate (see step 4). For example, using the party