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Returning 10 results for 'confined relation gloaming to have required'.
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confined religion gleaming to have requires
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
princess, who does not reveal her true name, claims to be the only one who can destroy the Queen of Air and Darkness and free the Gloaming Court from that tyrannical ruler. It’s clear that the speaker’s
imprisoned. Charm of the Shadow Glass This charm allows you to cast the shatter spell (save DC 16) as an action, no components required. The next time you finish a short or long rest after casting the spell
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Idyllglen Features The town of Idyllglen has the following general features. Borders The characters are confined to the part of Idyllglen shown on map 4.2. Beyond the edges of the map, everything is
much damage on a successful one. Burning Trees Each tree depicted on map 4.2 is 1d6 + 10 feet tall and on fire. No ability check is required to climb a tree. However, a creature that starts its turn in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
archfey, such as the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; or an ancient hag. Or you might call on a spectrum of Fey, weaving a web
until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it. Level 14: Bewitching Magic Your patron grants you the ability to weave your magic
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
slaves working in area 19 have been confined there. Development. The sahuagin in area 19 hear sounds of battle that come from this area, investigating within 5 minutes (see area 19 for more information
remembers that concealing the door required great skill. He describes where the room is and how to access it. Healing Elmo. Elmo’s body and spirit have suffered terribly. Spells, potions, and medicine ease
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
rock chimney leads up to level 2. It’s a 90-foot climb with plenty of handholds but several tricky, twisty spots; a successful DC 8 Strength (Athletics) check is required to ascend or descend it
tending their fire (which makes the chamber stiflingly hot and smoky) and carving grisly totems from the bones of their enemies. When the pterafolk have prisoners, they’re confined to the eastern portion
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the trap, or failing to disarm it
poison needle. Noticing the trap requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
arise in relation to geographic locations, are familiar to you. Craft a Map. While traveling, you can draw a map as you go in addition to engaging in other activity. Cartographer’s Tools Activity DC
. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable. Tinker’s Tools Activity DC
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the area. Once spotted, the tripwire is easily avoided and disarmed (no ability check required). Any creature that walks over or through the rubble without avoiding the tripwire triggers a cave-in of
the middle of the room is a hulking beast that looks like a mangy bear with an owl’s head. It rears up and roars when it sees you.
The Cragmaws have captured an owlbear and confined it to this tower
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
, the bars that block entry into the adjacent room (area 30) lift into the ceiling, allowing the creatures therein to emerge and attack. 30. Imprisoned Guards Four manticores are confined here by Nosnra
who makes a successful DC 25 Strength (Athletics) check. A separate check is required for each 10-foot section. 31. Minor Treasure Room The place that the manticores are supposed to guard is the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
whoever confined them to this wretched nursery. Characters who can read the Elvish script can identify seven different letters carved into the triangular ornaments suspended above the cradles. The
conjure fey spell embedded in it, and that the spell can be cast as an action by knocking the jewel three times against a hard object or surface. No other components are required to cast the spell, and