Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'conferred ruling group to have read'.
Other Suggestions:
conferred rolling group to have read
concerned rolling group to have read
conferred rolling ground to have read
conferred rolling groups to have read
conferred rolling grasp to have read
Monsters
Mordenkainen Presents: Monsters of the Multiverse
child.
Much as annis hags befriend children in order to corrupt them, they may adopt a group of ogres, trolls, or other creatures (ogre;ogres and troll;trolls appear in the Monster Manual), ruling them
Monsters
The Book of Many Things
and other magical effects.
Thought Shield. The hierophant’s thoughts can’t be read by any means unless the hierophant allows it.Multiattack. The hierophant makes two Herald’s Axe
one world, one for each card in a Deck of Many Things. As a group, hierophants are sometimes called Sages, but each hierophant is also identified with a particular card. When a hierophant dies, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
reality, a group of nine mind flayer arcanists used their arcane magic and psionics to weave a new truth. These nine called themselves the Alhoon, and those who follow in their footsteps are referred to by
its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons.
Initially, an alhoon can be difficult to distinguish from a normal mind flayer. The most obvious
Species
Dragonlance: Shadow of the Dragon Queen
them. Altered by unbridled magic, a group of gnomes were transformed and given almost supernatural curiosity and fearlessness. These were the first kender.
Originating on the world of Krynn, kender are
follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one
Monsters
Mythic Odysseys of Theros
buried it under a stone near the palace of Erebos.
Tromokratis as a Mythic Encounter
Tromokratis numbers among the most powerful creatures a group of adventurers might face. If you wish to make an
its hearts are exposed, Tromokratis can choose one of its mythic actions when it uses a legendary action.
Read or paraphrase the following text when Tromokratis uses its Hearts of the Kraken trait
Monsters
Eberron: Rising from the Last War
Alien Mind. If a creature tries to read Dyrrn’s thoughts or deals psychic damage to it, that creature must succeed on a DC 23 Intelligence saving throw or be stunned for 1 minute. The stunned
part of me has become a conscious entity.”
5
“My opponents must bow down to a mind flayer!”
6
“Dyrrn and the mind flayers simply want to unite all sentient creatures in collective consciousness. And I receive messages from the group mind!”
Poison, Psychic
Backgrounds
Baldur’s Gate: Descent into Avernus
Everybody’s always trying to get a leg up on somebody in Baldur’s Gate. One group’s con artist might be another’s revolutionary. Or maybe you’re just in it for yourself
can tease out their hearts’ desires after a few minutes of conversation, and with a few leading questions you can read them like they were children’s books. It’s a useful talent, and
Monsters
Fizban's Treasury of Dragons
in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace.
Crystal dragons&rsquo
and hunters.
2
A young crystal dragon has adopted a group of kobold;kobolds and is trying to teach them the value of a good practical joke.
3
A young crystal dragon has captured a pack of
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
EVERYONE’S SECOND-BEST FRIENDS
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the forest and hunt them for sport. The gricks fight until slain. Hunting Party The characters happen upon a group of 1d4 + 2 drow from one of the eight ruling houses that live atop the plateau. These
table to determine what, if anything, the characters encounter. The party can avoid random encounters in Kyorbblivvin by succeeding on a DC 15 Dexterity (Stealth) group check. Kyorbblivvin Encounters
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
First Blood After the last veteran is defeated or once the veterans stand down, read the following: A tall elf woman wearing a sumptuous gown appears at the mouth of the alley, shaking her head
their overzealousness. Seeing how you handle yourselves, though, I might be able to better apologize with an offer of employment.”
The woman introduces herself as Madame Samira Arah, the newest member of Zinda’s ruling council, the Kings of Coin (see the “Zinda Gazetteer” section).
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
’ serpent gods into their religions. These victories sent a constant influx of food, ore, and slaves back to the home cities.
The wealth of the empire allowed the ruling elite plenty of time to
implement better tactics. Any enemy who chases a group of fleeing yuan-ti might be on the victorious side of a rout or could be heading into a trap; if the enemy has been encountered before, it is likely
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Vistani Lore Characters who read the Book of the Raven learn the following information about the Vistani: The Vistani are planar travelers often encountered in the Shadowfell, and they seem to be
be big or small, but each family is a gerontocracy, with the oldest member ruling the roost. This elder has most of the responsibility for enforcing traditions, settling disputes, setting the course
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Build Your Group Dragonmarked houses employ adventurers who suit their needs. The roles characters play in a group with a dragonmarked house patron often have more to do with their relationship to
connection to its ruling family or its businesses. The Adventurer, though, is hired by the house for more traditional adventuring skills—usually capabilities that the house’s other agents lack. The Adventurer
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Government The Parliament of Peers, a group mainly composed of nearly fifty patriar members, makes recommendations on issues of law and governance. Once the parliament comes to a majority decision on
a matter, usually after much heated debate, it presents its position to the Council of Four. Three dukes and one grand duke make up this ruling council (see “Council of Four,” below, for more
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Government The Parliament of Peers, a group mainly composed of nearly fifty patriar members, makes recommendations on issues of law and governance. Once the parliament comes to a majority decision on
a matter, usually after much heated debate, it presents its position to the Council of Four. Three dukes and one grand duke make up this ruling council (see “Council of Four,” below, for more
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
The Role of Rules Why even have a column like Sage Advice when a DM can just make a ruling? Rules are a big part of what makes D&D a game, rather than simply improvised storytelling. The game’s rules
need a group of players to bring them to life and a DM to guide their use. The DM is key. Many unexpected things can happen in a D&D campaign, and no set of rules could reasonably account for every
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
adventuring party. Consider adding one or more sidekicks to round out your characters’ group if there are fewer than four players. As the DM, you can play sidekicks, or players can play them alongside their own
characters. You can read more about sidekicks in Tasha’s Cauldron of Everything. If a sidekick accompanies the characters into later levels, the sidekick also advances in level. This represents a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
main body of which can be read in the Code Legal. This document is available in multiple languages at the Palace of Waterdeep, and (in the Common tongue) provided on request by the magisters at the
gates and in the harbor. Be aware that the Code Legal provides only an outline of typical sentences for various offenses, and magisters have broad discretion when meting out justice as they see fit. Any Masked Lord can overturn a magister’s ruling, but there’s rarely a Masked Lord around when you need one.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
The Role of Rules Why even have Sage Advice when a DM can just make a ruling? Rules are a big part of what makes D&D a game, rather than simply improvised storytelling. The game’s rules are meant to
help organize, and even inspire, the action of a D&D campaign. The rules are a tool, and we want our tools to be as effective as possible. No matter how good those tools might be, they need a group of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
tower the characters observe on their ascent. When the characters reach the pinnacle, read the following text: The commander of the Feathergale Knights is a well-built male human in his early fifties
interview Merosska now, they can do so. He might answer questions on the following topics: The Feathergale Society, an “elite” group of aerial-mount enthusiasts from Waterdeep The origins of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
highest point, to the east. At the west end of Qu’ellarz’orl is a small cavern containing a sculpted stalagmite tower. Within this tower rests the Chamber of the Ruling Council, where the matron mothers of
(Stealth) group check. Qu’ellarz’orl Encounters d20 Encounter 1–5 Elite drow patrol 6–8 2d4 gargoyles 9–10 1d6 + 2 giant wolf spiders 11–14 Groundskeepers 15–20 Slave parade Elite Drow Patrol This
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
of the action during play, describing locations and creatures that the adventurers face with read-aloud text. The players decide what their characters do as they navigate hazards and choose what to
explore. Then you use a combination of imagination and the game’s rules to determine the results of the adventurers’ decisions. Adjudicate the Rules. You oversee how the group uses the game’s rules
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Reading Ahead As the players familiarize themselves with the character options and adventuring gear described in the Basic Rules, take advantage of the opportunity to read ahead. “The Adventure
described here. For descriptions of rules-specific terms, see the Basic Rules.
Characters. This term refers to the adventurers run by the players. They are the protagonists in any D&D adventure. A group of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Citlán. Once the players are ready, describe their characters’ approach to the village. Read or paraphrase the following description: Clouds rush overhead and dust swirls across the road to the
horseback spurs his mount and vanishes into the village.
The characters approach Milpazul at the same time as a group of bounty hunters searching for the outlaw Paloma. The man on horseback is the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
Running the Adventure The adventure, which is designed for a group of four or five 5th-level player characters, gets under way the morning after the characters arrive in the vicinity of the ruins and
make camp. When all of them have risen and finished preparing for the day’s travel, read: As you head toward the pyramid temple, you tread across cracked and overgrown flagstones, stepping over
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Every fiend spawned from Khyber owes fealty to one of these overlords. In many ways the Lords of Dust are a reflection of the Chamber. Each group is trying to steer the fulfillment of the Prophecy to
to conquer the world already. The reason is that they have no interest in ruling this world; they want to return it to the state of unnatural glory that existed before. Their only interest in humanoids
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Starting the Adventure Once the players are ready to begin, read or paraphrase the following introductory text: Life in the Tenth District is never dull. A hub of constant activity, it always offers
have had a chance to get to know one another, read: Light rain begins to patter on the cobblestones as the sun sets behind the spires and towers of the city. You see a male vedalken in well-tailored
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Starting the Adventure Read or paraphrase the following text to begin the adventure: You are a member of a group of adventurers, united in weeks past by your pursuit of a common prize: the treasures
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Adventure Hooks If you’re not using Nafas as a group patron, consider the following ways to involve the characters in this adventure: In Search of Prophecies. The characters seek to have their fates
read at the Tower of the Heavens. Whether the prophecies are real remains to be seen, but the characters are curious or desperate enough to pay a visit. The characters might also be researching
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
explore. Then you use a combination of imagination and the game’s rules to determine the results of the adventurers’ decisions. Adjudicate the Rules. You oversee how the group uses the game’s rules
, making sure the rules serve the group’s fun. You’ll want to read the rest of this chapter to understand those rules, and you’ll find the Rules Glossary essential.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
world of the game. After you read this chapter, use the rules in “Creating a Character” to create your character. Team Up. Your character joins the other players’ characters to form an adventuring
. Venture Forth. Your character’s group explores locations and events presented by the DM. You can respond to them in any way you can imagine, guided by the rules in this book. Although the DM controls all
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
to the adventurers run by the players. They are the protagonists in any D&D adventure. A group of characters or adventurers is called a party. Nonplayer Characters (NPCs). This term refers to
characters run by the DM. How an NPC behaves is dictated by the adventure and by the DM. Boxed Text. At various places, the adventure presents descriptive text that’s meant to be read or paraphrased aloud to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K59. High Tower Peak If the characters climb the stairs to reach the tower peak, read: The spiral staircase finally ends at a five-foot-wide stone walkway that circles the shaft. In the center of the
) score that meets or exceeds its Dexterity (Stealth) check. If Pidlwick II is spotted, read: Something lurks among the rafters—a small, spindly man not much larger than a child. A flash of lightning
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
world of the game. After you read this chapter, use the rules in chapter 2 to create your character. Team Up. Your character joins the other players’ characters to form an adventuring party. These
. Your character’s group explores locations and events presented by the DM. You can respond to them in any way you can imagine, guided by the rules in this book. Although the DM controls all the monsters