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Returning 35 results for 'conflicted regaining guild to have required'.
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Backgrounds
Guildmasters’ Guide to Ravnica
with the law, the guild can’t shield you from the repercussions.
Izzet Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Izzet Guild Spells table
are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Izzet Guild Spells
Spell Level
Monsters
Van Richten’s Guide to Ravenloft
stat block of a shadow.
The shadow obeys the priest’s mental commands (no action required) and takes its turn immediately after the priest. If the creature is within 5 feet of the priest, it
can turn back into a tattoo as an action, reappearing on the priest’s flesh and regaining all its hit points.
Monsters
Van Richten’s Guide to Ravenloft
mental commands (no action required) and takes its turn immediately after the priest. If the creature is within 5 feet of the priest, it can turn back into a tattoo as an action, reappearing on the priest’s flesh and regaining all its hit points.
Monsters
Van Richten’s Guide to Ravenloft
action required) and takes its turn immediately after the priest. If the creature is within 5 feet of the priest, it can turn back into a tattoo as an action, reappearing on the priest’s flesh and regaining all its hit points.
Monsters
Van Richten’s Guide to Ravenloft
body, but it otherwise uses the stat block of a shadow.
The shadow obeys the priest’s mental commands (no action required) and takes its turn immediately after the priest. If the creature is
within 5 feet of the priest, it can turn back into a tattoo as an action, reappearing on the priest’s flesh and regaining all its hit points.
Monsters
Van Richten’s Guide to Ravenloft
silhouette of its original body, but it otherwise uses the stat block of a shadow.
The shadow obeys the priest’s mental commands (no action required) and takes its turn immediately after the priest. If
the creature is within 5 feet of the priest, it can turn back into a tattoo as an action, reappearing on the priest’s flesh and regaining all its hit points.
Monsters
Van Richten’s Guide to Ravenloft
’s mental commands (no action required) and takes its turn immediately after the priest. If the creature is within 5 feet of the priest, it can turn back into a tattoo as an action, reappearing on the priest’s flesh and regaining all its hit points.
Monsters
Quests from the Infinite Staircase
":"roll", "rollAction":"Last Wish"} days, regaining all his hit points and appearing in a random safe location on the Infinite Staircase.
Legendary Resistance (5/Day). If Nafas fails a saving throw
dust lasts until Nafas disperses it (no action required) or uses this lair action again, and it can’t be dispersed by wind.
Regional Effects
The region containing Nafas’s lair is warped
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Guild Membership Any characters with the guild artisan background are assumed to have free membership in one Waterdeep guild of their choice. Arcane spellcasters living in the city are required by
Guilds of Waterdeep list. By law, there are no active thieves’ guilds in Waterdeep, and the Xanathar Guild isn’t an actual guild but a faction (see “Factions in Waterdeep,” below). To join a guild, one
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Guild Membership Any characters with the guild artisan background are assumed to have free membership in one Waterdeep guild of their choice. Arcane spellcasters living in the city are required by
Guilds of Waterdeep list. By law, there are no active thieves’ guilds in Waterdeep, and the Xanathar Guild isn’t an actual guild but a faction (see “Factions in Waterdeep,” below). To join a guild, one
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Leveling Up Some DMs let characters gain the benefits of a new level as soon as the characters have the required XP, which gives the players the joy of using the new features and spells they gain
Point maximum both increase by the appropriate number for the new level, and the character gains access to additional abilities and spell slots (if appropriate) without regaining any that are already
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Leveling Up Some DMs let characters gain the benefits of a new level as soon as the characters have the required XP, which gives the players the joy of using the new features and spells they gain
Point maximum both increase by the appropriate number for the new level, and the character gains access to additional abilities and spell slots (if appropriate) without regaining any that are already
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
larger contracts that require their combined skills and cover their increased costs. Other guilds are a looser associations of lone wanderers who gather once a year in a dusty guild hall to share news
and stories from the road. Hunters in these guilds may choose to travel in pairs: a mentor and apprentice. They protect each other, pass down their teachings, and continue guild traditions.
It’s
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, Sailor Expert Any Guild Quests As a member of the guild, you’re called on to ply your skills in the organization’s service. You are required to undertake various tasks, either for the guild’s benefit
Guild There’s power in groups. One bee’s a pest, but nobody messes with the swarm.
Tasha
Your group has ties to a powerful consortium of professionals who work together for mutual benefit. You
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, Sailor Expert Any Guild Quests As a member of the guild, you’re called on to ply your skills in the organization’s service. You are required to undertake various tasks, either for the guild’s benefit
Guild There’s power in groups. One bee’s a pest, but nobody messes with the swarm.
Tasha
Your group has ties to a powerful consortium of professionals who work together for mutual benefit. You
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
gives them extra time to practice, as lessons learned during study can be reinforced by recalling them during resting periods. The rigidity and studiousness required by wizardry would seem anathema to a
people who can recall a life of unfettered exploration and free expression of form, but magic provides a means of regaining that power. The patience and restraint for which elves are well known
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
gives them extra time to practice, as lessons learned during study can be reinforced by recalling them during resting periods. The rigidity and studiousness required by wizardry would seem anathema to a
people who can recall a life of unfettered exploration and free expression of form, but magic provides a means of regaining that power. The patience and restraint for which elves are well known
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->Waterdeep: Dragon Heist
arcane spellcasters who intend to stay in Waterdeep for any length of time are required to register with the city, and will be strongly encouraged to join the Watchful Order of Magists and Protectors
guild. Any havoc caused by a spellcaster in Waterdeep risks drawing the wrath of the Lords of Waterdeep — so it behooves the Watchful Order to watch all its members.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
arcane spellcasters who intend to stay in Waterdeep for any length of time are required to register with the city, and will be strongly encouraged to join the Watchful Order of Magists and Protectors
guild. Any havoc caused by a spellcaster in Waterdeep risks drawing the wrath of the Lords of Waterdeep — so it behooves the Watchful Order to watch all its members.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1 hit point, the crystal can magically repair itself, regaining 10 (3d6) hit points each hour. As an action, Halaster can establish a magical link with the Runestone from anywhere inside
appear to originate from the rune lodged inside it. Halaster can end the link at any time (no action required). While Halaster is linked to the Runestone, its light changes from blue-white to red
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1 hit point, the crystal can magically repair itself, regaining 10 (3d6) hit points each hour. As an action, Halaster can establish a magical link with the Runestone from anywhere inside
appear to originate from the rune lodged inside it. Halaster can end the link at any time (no action required). While Halaster is linked to the Runestone, its light changes from blue-white to red
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters. Who knew adventuring required so much paperwork? Dock Ward Ambush While the NPCs and characters are going over their bookkeeping, a group of villains working for the Xanathar Guild tries
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters. Who knew adventuring required so much paperwork? Dock Ward Ambush While the NPCs and characters are going over their bookkeeping, a group of villains working for the Xanathar Guild tries
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Devourer Guild Gain Power by Consuming Monster Flesh Folk in Etharis don’t always speak highly of Monster Hunters, and many consider them to be just as depraved and inhuman as the evils they
vanquish. Many of the appalling tales about Monster Hunters can be attributed, directly or indirectly, to the Devourer Guild, who are accused of being monstrous cannibals.
The truth is barely any better
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
. 17 The ship’s dog, Bruno, rushes to the aid of a character of the player’s choosing. The character can use a reaction to sip once from the healing keg around Bruno’s neck (no action required
), regaining 1d6 hit points. 18–20 An allied sailor on the main deck fires an arrow at a reaver (+3 to hit, 5 piercing damage on a hit). Astral Reavers The reavers are coal-hearted miscreants united only by
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
. 17 The ship’s dog, Bruno, rushes to the aid of a character of the player’s choosing. The character can use a reaction to sip once from the healing keg around Bruno’s neck (no action required
), regaining 1d6 hit points. 18–20 An allied sailor on the main deck fires an arrow at a reaver (+3 to hit, 5 piercing damage on a hit). Astral Reavers The reavers are coal-hearted miscreants united only by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
feet beyond that. You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon. Level 7: Aura of Devotion You and your allies have Immunity to the Charmed
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
job. A typical Safecracker might have proficiency with thieves’ tools, as well as the Dexterity required to use them expertly. Intelligence can be important for figuring out complicated locks and
devices, including guild artisans and even sailors, also fall naturally into this role. Artificer or rogue makes a natural class choice for the Safecracker. Talker. From con artists to fences, anyone who
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
feet beyond that. You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon. Level 7: Aura of Devotion You and your allies have Immunity to the Charmed
As a Bonus Action, you can imbue your Aura of Protection with holy power, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
required to register with a magister at the gate at which you arrived or with the harbor magister. Magisters can easily be recognized by the black robes they wear (and, in fact, are commonly called
travel overland in a small party or alone, you aren’t required to register with a magister unless your stay extends beyond a tenday. At that point, you must register with a magister either at the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
job. A typical Safecracker might have proficiency with thieves’ tools, as well as the Dexterity required to use them expertly. Intelligence can be important for figuring out complicated locks and
devices, including guild artisans and even sailors, also fall naturally into this role. Artificer or rogue makes a natural class choice for the Safecracker. Talker. From con artists to fences, anyone who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
required to register with a magister at the gate at which you arrived or with the harbor magister. Magisters can easily be recognized by the black robes they wear (and, in fact, are commonly called
travel overland in a small party or alone, you aren’t required to register with a magister unless your stay extends beyond a tenday. At that point, you must register with a magister either at the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
(no action required) and takes its turn immediately after the priest. If the shadow is within 5 feet of the priest, it can take an action to reappear on the priest’s flesh, regaining all its hit points.
Olly Lawson