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Returning 35 results for 'conditions room grinding to her ranger'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Phalanx Formation. The duergar has advantage on attack rolls and
. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, the duergar has
(included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, the duergar has
checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Duergar Resilience. The duergar has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, the duergar has
attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
classes
Wardens only lead those they deem capable of providing the skills and abilities needed to endure the horrid monsters and grinding conditions of an expedition. Far from civilization’s protective
grasp, there is no room for dead weight. A single mistake can cost the lives of an entire party.
Trail Wardens are known for their harsh attitude toward others. Some Trail Wardens believe that they
classes
Wardens only lead those they deem capable of providing the skills and abilities needed to endure the horrid monsters and grinding conditions of an expedition. Far from civilization’s protective
grasp, there is no room for dead weight. A single mistake can cost the lives of an entire party.
Trail Wardens are known for their harsh attitude toward others. Some Trail Wardens believe that they
Call Lightning
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).
When you cast the spell, choose a point you can see under the cloud. A
you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage
Gnome
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
gave Burgell room to pack in all his gnome-sized gear. The front room was his workshop, and it contained a bewildering miscellany of tools: hammers, chisels, saws, lockpicks, tinted lenses, jeweler&rsquo
communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life
Spells
Lost Laboratory of Kwalish
room
The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
nonmagical attacks not made with adamantine weapons. It has immunity to exhaustion and the blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, and prone conditions. The worm regains
: one with its grinding jaws and one with its stinger. Grinding Jaws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
nonmagical attacks not made with adamantine weapons. It has immunity to exhaustion and the blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, and prone conditions. The worm regains
: one with its grinding jaws and one with its stinger. Grinding Jaws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) slashing damage.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
grinding gears (see the Balance and Ruin trap room in chapter 4). When a spelljamming ship from area 23 crashed into the eastern side of the hall, the trap was destroyed. The nonfunctional gears are difficult terrain. A secret door is concealed in the northeast corner of this room.
13: Ruined Trap Room A closed portcullis divides this area from area 6. The lever in area 16 can raise the iron bars. This hall was once a trap room featuring a balance beam that spanned a pit of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
grinding gears (see the Balance and Ruin trap room in chapter 4). When a spelljamming ship from area 23 crashed into the eastern side of the hall, the trap was destroyed. The nonfunctional gears are difficult terrain. A secret door is concealed in the northeast corner of this room.
13: Ruined Trap Room A closed portcullis divides this area from area 6. The lever in area 16 can raise the iron bars. This hall was once a trap room featuring a balance beam that spanned a pit of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
apartment gave Burgell room to pack in all his gnome-sized gear. The front room was his workshop, and it contained a bewildering miscellany of tools: hammers, chisels, saws, lockpicks, tinted lenses
. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Freedom of Movement Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (a leather strap)
Duration: 1 hour
You touch a willing creature. For
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Freedom of Movement Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (a leather strap)
Duration: 1 hour
You touch a willing creature. For
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Freedom of Movement Level 4 Abjuration (Bard, Cleric, Druid, Ranger) Casting Time: Action
Range: Touch
Components: V, S, M (a leather strap)
Duration: 1 hour
You touch a willing creature. For
Restrained conditions. The target also has a Swim Speed equal to its Speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
apartment gave Burgell room to pack in all his gnome-sized gear. The front room was his workshop, and it contained a bewildering miscellany of tools: hammers, chisels, saws, lockpicks, tinted lenses
. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
apartment gave Burgell room to pack in all his gnome-sized gear. The front room was his workshop, and it contained a bewildering miscellany of tools: hammers, chisels, saws, lockpicks, tinted lenses
. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
apartment gave Burgell room to pack in all his gnome-sized gear. The front room was his workshop, and it contained a bewildering miscellany of tools: hammers, chisels, saws, lockpicks, tinted lenses
. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
sneak it into the Scriptoria Collections, they told it to ambush the characters. Read or paraphrase the following: A groan echoes throughout the quiet room, like metal grinding upon metal. You spot
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
sneak it into the Scriptoria Collections, they told it to ambush the characters. Read or paraphrase the following: A groan echoes throughout the quiet room, like metal grinding upon metal. You spot
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
logs in the fire.
Jared: As soon as you lift the poker, you hear a grinding sound, and the back of the fireplace slides to the side, revealing a room behind it!
Amy: “Uh, folks? I found something
there. JOHN GRELLO The characters are exploring Castle Ravenloft, and the DM describes the room the characters have entered.
Jared (as DM): A blazing hearth fire fills this room with warm
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
logs in the fire.
Jared: As soon as you lift the poker, you hear a grinding sound, and the back of the fireplace slides to the side, revealing a room behind it!
Amy: “Uh, folks? I found something
there. JOHN GRELLO The characters are exploring Castle Ravenloft, and the DM describes the room the characters have entered.
Jared (as DM): A blazing hearth fire fills this room with warm
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature
ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature
ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature
ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature
ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
passes the halfway point of the room, the sound of grinding stone announces the statues turning their cowled heads to follow the characters’ movements. The characters must not look into the darkness in the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X42. Amber Vault A golden marble staircase with a black marble railing hugs the north wall as it spirals gently up a thirty-foot-wide shaft. Lying in the middle of the room are six rotting wooden
the southeast corner of the room.
The spiral staircase climbs 30 feet to area X30. See area X41 for a description of the cracks in the south wall. Inside the wooden crates, buried in earth, are six
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X42. Amber Vault A golden marble staircase with a black marble railing hugs the north wall as it spirals gently up a thirty-foot-wide shaft. Lying in the middle of the room are six rotting wooden
the southeast corner of the room.
The spiral staircase climbs 30 feet to area X30. See area X41 for a description of the cracks in the south wall. Inside the wooden crates, buried in earth, are six
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
passes the halfway point of the room, the sound of grinding stone announces the statues turning their cowled heads to follow the characters’ movements. The characters must not look into the darkness in the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Roll on the Farmhouse Conditions table for each building to determine what. Farmhouse Conditions d4 Condition 1 The windows are shattered, and the shards of glass are spattered with dried blood. 2
Clothing and belongings are strewn everywhere, all covered in crimson mud. 3 Human bones, freshly gnawed by animals, litter the floor of every room. 4 A strange image is painted on the wall in red mud
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. In addition, shelves and cupboards throughout the room hold dried fish, dried berries, and grubs as food for the bears, along with tools and supplies. Any character who feeds the bears or succeeds
on a DC 14 Wisdom (Animal Handling) check can successfully quiet them. Barbatos The ranger Barbatos is either here or in area 12 (a 50 percent chance for either), accompanied by his hell hound
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
18. Storage Room This dusty chamber is packed with old furniture (chairs, coat racks, standing mirrors, dress mannequins, and the like), all draped in dusty white sheets. Near an iron stove
attacks unless it was previously defeated in area 15. Secret Door A secret door in the east wall appears only when certain conditions are met; see area 21 for more information.