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Returning 35 results for 'conflicted reward guide to her replace'.
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Monsters
Strixhaven: A Curriculum of Chaos
Multiattack. The professor makes two Radiant Strike attacks. The professor can replace one of the attacks with a use of Spellcasting.
Radiant Strike. Melee or Ranged Spell Attack: +7;{"diceNotation
light.
Silverquill Scholars
The scholars of Silverquill College study the power of magic shaped through spoken and written words. They use that power either to illuminate and guide or to obscure and demoralize.Radiant
Monsters
Strixhaven: A Curriculum of Chaos
Devil’s Sight. Magical darkness doesn’t impede the professor’s darkvision.Multiattack. The professor makes two Ink Lance attacks. The professor can replace one of the attacks with a
through spoken and written words. They use that power either to illuminate and guide or to obscure and demoralize.Necrotic
Monsters
Eberron: Rising from the Last War
armorMultiattack. The Inspired makes two crysteel dagger attacks. It can replace one attack with vicious mockery.
Crysteel Dagger. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
distant Sarlona are known as the Inspired. These noble families are said to be bound to celestial spirits that guide and empower them, but the truth is far darker. The Inspired are the mortal hosts of
Monsters
Eberron: Rising from the Last War
(see “Actions” below)
1/day each: charm person, dissonant whispers, hex, hold person, mage armorMultiattack. The Inspired makes two crysteel dagger attacks. It can replace one attack with vicious
that guide and empower them, but the truth is far darker. The Inspired are the mortal hosts of the nightmare spirits of Dal Quor, and they carry out the foul agenda of the Dreaming Dark.
Any humanoid
Monsters
Eberron: Rising from the Last War
” below)
1/day each: charm person, dissonant whispers, hex, hold person, mage armorMultiattack. The Inspired makes two crysteel dagger attacks. It can replace one attack with vicious mockery.
Crysteel
disadvantage on the next attack roll it makes before the end of its next turn.The rulers of distant Sarlona are known as the Inspired. These noble families are said to be bound to celestial spirits that guide
Monsters
Eberron: Rising from the Last War
dagger attacks. It can replace one attack with vicious mockery.
Crysteel Dagger. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Crysteel Dagger"} to hit, reach 5
. These noble families are said to be bound to celestial spirits that guide and empower them, but the truth is far darker. The Inspired are the mortal hosts of the nightmare spirits of Dal Quor, and
Magic Items
Baldur’s Gate: Descent into Avernus
feet and the ability to hover. If you already have a different kind of wings, these new wings replace the old ones, which fall off.
Truesight. Your eyes become luminous pools of silver. You can see in
conduct myself determines my reward in the afterlife. (Lawful)
6
Redemption. All creatures are capable of change for the better. (Good)
Bonds
D6
BOND
1
I have a
Monsters
Eberron: Rising from the Last War
teleport up to 30 feet to an unoccupied space it can see.Multiattack. Dyrrn makes one Tentacle Whip attack and uses its Corruption once. Dyrrn can replace its Tentacle Whip attack with Extract Brain if it
character flaw that lasts until cured. Chapter 8 of the Dungeon Master’s Guide has more information on madness.
Madness of Dyrrn
d6
Flaw (lasts until cured)
1
“There&rsquo
Magic Items
The Book of Many Things
*
65
Warrior
66
Well
67–00
Roll again
*Found in the Deck of Many Things as depicted in the Dungeon Master’s Guide
Aberration. You gain telepathy within a range of 90
nature of this deal is up to the DM, but usually the Fiend offers some material reward in exchange for you and your allies completing a task for the Fiend. The Fiend is indifferent to you and can be
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world.
Hidden Wanderers
While aasimar are strident foes of evil, they typically
that it knows about.
As part of fleshing out an aasimar character, consider the nature of that character’s angelic guide. The Angelic Guide tables offer names and natures that you can use to
Monsters
Mordenkainen's Fiendish Folio Volume 1
wealth and power with a bitter mix of longing, regret, and shame, seeking always to replace the grandest treasures they once possessed. Simple coins, gems, or trade goods do nothing to satisfy the
reward once they return to their proper station, a fog giant lures desperate criminals, cunning bandits, and other raiders into their service in the dismal wilds they inhabit. These giants prefer to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Conflicted Souls Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These
torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push
Equipment
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal
Equipment
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to
Equipment
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to
Equipment
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to
Equipment
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to
Equipment
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to
Equipment
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Dungeon Master’s Guide. Increase the reward from the faction, and the locals’ opinion of the adventurers, if the characters refuse to take money from the farm and ranch folk. Those people immediately set about rebuilding their lives.
Conclusion The orcs are slain, scattered, or sent running back to their lodges. Farmers and ranchers hail the characters as heroes and pool meager resources to offer a reward of 25 gp per character
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the Underdark, as the characters know all too well, and supplies must be managed and safeguarded. If the expeditionary force needs to supplement or replace supplies while traveling, the amounts that
characters are able to find become more important with a larger group to support. See “Foraging” in chapter 5 of the Dungeon Master’s Guide, as well as the guidelines in chapter 2 of this adventure.
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
their reward. Corlie must return to the Sword Coast, but she insists Ironspine Keep needs leaders who can guarantee its defense. The fortress makes an excellent base of operations for future
adventures on the frontier, perhaps using the rules for Bastions set forth in the 2024 Dungeon Master’s Guide. No one knows why Szass Tam wants the fortress, but he’s certain to test its defenders again!
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
appropriate suggestions for how the characters might repair or replace a destroyed guide. Each guide follows the party and obeys all the characters’ commands. If two characters issue commands to the guide at
Mechanical Guides Each mechanical guide is programmed to teleport through space and time to the adventure’s set locations, effectively dropping the characters at the start of chapter 3 or chapter 4
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the Infinite Staircase through the same door. In exchange for fulfilling the wish of a creature beyond his reach, Nafas grants the characters a reward of their own. This reward might take the form of
one or more of the following: Magical Gift. Nafas bestows a supernatural charm (see the Dungeon Master’s Guide) on the party. Tale. Nafas recites a story or poem that reveals information pertinent to
Compendium
- Sources->Dungeons & Dragons->Divine Contention
first needs to acquire a means of transportation: Characters who played the “Icingdeath and Twinkle” quest can call on either captain to help them. For a cut of 20% of the 8,000 gp reward, the captain
offers the services of his ship and crew. The characters can hire or buy a ship from the shipyards of Neverwinter. Chapter 5 of the Dungeon Master’s Guide contains rules for maritime vessels and a
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Guide that appear in this adventure. Characters can acquire these items during play. At your discretion, the characters might earn one or more of these treasures as a reward for completing this
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
the hounds to Fiends participating in the Blood War. 2 After being ambushed by a rival, a night hag merchant offers a reward to characters who help her recover her lost inventory: several dozen stray
larvae (see the Dungeon Master’s Guide). 3 A hero requests the characters’ help in gaining the aid of a legendary steed called a nic’epona, a nightmare influenced by one of the Upper Planes. 4 Rival
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
necessary information from Nebukath, but stealing the book is beyond her ability, so she recruits the characters to carry out this task for the order. Remi offers no reward, but if the characters bring the
, a blessing of protection, or a blessing of understanding, all of which are described in the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spellcaster is to replace one or more of its spells. You can substitute any spell on the NPC’s spell list with a different spell of the same level from the same spell list. Swapping spells in this
challenge rating, as explained in the Dungeon Master’s Guide. Magic Items. The more powerful an NPC, the more likely it has one or more magic items in its possession. An archmage, for example, might
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Gaining Access By the time they have visited the locations detailed in the previous chapters, the characters should have knowledge of a route to the surface world and a map or guide to help them
navigate it. These two goals should serve as tools to help motivate the players throughout the earlier chapters of the adventure. As a reward in one chapter, the characters might learn of the existence of
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
.
One-Shot (One Four-Hour Session). Give your players an adventure hook, assign them a guide (see “Part 1: Mission to the Barrier Peaks”), and start them at area C1, overlooking the bone devil’s monastery. Then as above, replace the treasury’s brain in a jar with Kwalish for an exciting conclusion.
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual). Text that appears in a box like this is
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
and something in the game lets you reroll or replace the d20, you can reroll or replace only one die, not both. You choose which one. For example, if you have Heroic Inspiration (see the sidebar) and
Heroic Inspiration. Your DM can give you Heroic Inspiration for a variety of reasons. Typically, DMs award it when you do something particularly heroic, in character, or entertaining. It’s a reward
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, you have neither Advantage nor Disadvantage. Interactions with Rerolls When you have Advantage or Disadvantage and something in the game lets you reroll or replace the d20, you can reroll or replace
. Typically, DMs award it when you do something particularly heroic, in character, or entertaining. It’s a reward for making the game more fun for everyone playing.
Other rules might allow your character
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
grell tries to flee if the other is killed. Reward: Each Emerald Enclave character gains 2 renown. Jeryth bestows a charm of heroism (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide) on each party member who helped slay the grells.
offers membership in the enclave and bestows on each new member a charm of restoration (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide). Jeryth also offers Phaulkonmere as a safe
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
these sorts of side goals can provide concrete benefits. A wizard who has access to the library may be able to swap one of their known spells at start of each session. As a simple reward, a character
who accomplishes a meaningful personal goal could receive one to five hero points, as described in chapter 9 of the Dungeon Master’s Guide. Another twist that works well with a Morgrave campaign is to