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Returning 28 results for 'confusion rebuke guild to have release'.
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Magic Items
Guildmasters’ Guide to Ravnica
entangle
Gruul Guild Signet
compelled duel
Izzet Guild Signet
chaos bolt
Orzhov Guild Signet
command
Rakdos Guild Signet
hellish rebuke
Selesnya Guild Signet
charm person
Simic Guild Signet
expeditious retreat
This ring, adorned with the symbol of a guild, allows you to cast one spell closely associated with that guild, as shown in the Guild Signet Spells table. A guild signet is sometimes
Backgrounds
Guildmasters’ Guide to Ravnica
the crime. Most people are too daunted by you to report your wrongdoing to the Azorius.
Rakdos Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Rakdos
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.)
Rakdos Guild Spells
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
powerful, so their voices do carry some weight. Blood witches strive both to protect the cult from external interference and to punish those who bring harm to the guild. They claim grandiose titles, such
blast (at 11th level), false life, levitate (self only), mage armor (self only)
1/day each: circle of death, enthrall, suggestion
3/day each: hellish rebuke, hex, scorching ray (at 3rd level
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
powerful, so their voices do carry some weight. Blood witches strive both to protect the cult from external interference and to punish those who bring harm to the guild. They claim grandiose titles, such
blast (at 11th level), false life, levitate (self only), mage armor (self only)
1/day each: circle of death, enthrall, suggestion
3/day each: hellish rebuke, hex, scorching ray (at 3rd level
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Guild members attack them in an attempt to retrieve the stone. Crypt Clue Characters who search the underground crypts can find a shiny steel key lying in the dust on the floor. One of the grave robbers
. A character pretending to be a Harper can fool her with a successful DC 16 Charisma (Deception) check. Otherwise, the characters must either compel Elaspra to release the information using magic, or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Guild members attack them in an attempt to retrieve the stone. Crypt Clue Characters who search the underground crypts can find a shiny steel key lying in the dust on the floor. One of the grave robbers
. A character pretending to be a Harper can fool her with a successful DC 16 Charisma (Deception) check. Otherwise, the characters must either compel Elaspra to release the information using magic, or
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
next attack will come. Phenax’s followers could be involved in the political machinations of a polis or the crimes of the local thieves’ guild. Investigating instances of gambling, smuggling, robbery
faiths or groups, to stir up as much conflict and confusion as possible. The Phenax’s Villains table suggests a variety of foes that might arise from among the god’s followers. Phenax’s Villains d8
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
his escape route, Willifort leaps out of the hire-coach and tries to lose himself in the crowd. In the confusion, street urchins snatch the stone. The characters catch up to the children in their
, they encounter its new owner, who is discussing renovations with various local guild members. Weather Effects Until the encounter chain is complete, the following weather effect is in play. Heat Wave
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
his escape route, Willifort leaps out of the hire-coach and tries to lose himself in the crowd. In the confusion, street urchins snatch the stone. The characters catch up to the children in their
, they encounter its new owner, who is discussing renovations with various local guild members. Weather Effects Until the encounter chain is complete, the following weather effect is in play. Heat Wave
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
next attack will come. Phenax’s followers could be involved in the political machinations of a polis or the crimes of the local thieves’ guild. Investigating instances of gambling, smuggling, robbery
faiths or groups, to stir up as much conflict and confusion as possible. The Phenax’s Villains table suggests a variety of foes that might arise from among the god’s followers. Phenax’s Villains d8
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Castle Ravenloft’s wine cellar (chapter 4, area K63). 5 of Coins—Guild Member I see a dark room full of bottles. It is the tomb of a guild member.
The treasure lies in the crypt of Artank Swilovich
F). 8 of Coins—Tax Collector The Vistani have what you seek. A missing child holds the key to the treasure’s release.
The treasure is hidden in the Vistani treasure wagon (chapter 5, area N9i). “A
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Castle Ravenloft’s wine cellar (chapter 4, area K63). 5 of Coins—Guild Member I see a dark room full of bottles. It is the tomb of a guild member.
The treasure lies in the crypt of Artank Swilovich
F). 8 of Coins—Tax Collector The Vistani have what you seek. A missing child holds the key to the treasure’s release.
The treasure is hidden in the Vistani treasure wagon (chapter 5, area N9i). “A
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
NPCs by Guild This section describes various nonplayer characters that belong to each guild. These characters can serve as enemies, rivals, allies, or contacts. In addition to the NPCs presented here
, you can customize the NPCs in the Monster Manual and other sources to make them feel like part of a particular guild.
Also included in this chapter are statistics and descriptions of the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
NPCs by Guild This section describes various nonplayer characters that belong to each guild. These characters can serve as enemies, rivals, allies, or contacts. In addition to the NPCs presented here
, you can customize the NPCs in the Monster Manual and other sources to make them feel like part of a particular guild.
Also included in this chapter are statistics and descriptions of the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
conceals a drop box where visitors stash black-market goods, fenced items, and guild tributes. Any character who lifts the plank sees a dusty satchel in the drop box. The satchel contains 25 sp and a
stairs descend 15 feet to area G28. G7: Service Entrance Hanging on the walls of this small, muddy room are several riding cloaks, bits and harnesses, oil lanterns, and coils of rope.
Guild members
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
conceals a drop box where visitors stash black-market goods, fenced items, and guild tributes. Any character who lifts the plank sees a dusty satchel in the drop box. The satchel contains 25 sp and a
stairs descend 15 feet to area G28. G7: Service Entrance Hanging on the walls of this small, muddy room are several riding cloaks, bits and harnesses, oil lanterns, and coils of rope.
Guild members
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
fear of what evil they might release into the world. The fort remains sealed today, and guards occupy a fortified encampment nearby to patrol this area and serve as a deterrent to adventurers and
a thieves’ guild somewhere in its walls, and it can be understood why the saying “The High Observer’s headache is named Scornubel” has some merit. Soubar. Soubar is a small walled town with
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
fear of what evil they might release into the world. The fort remains sealed today, and guards occupy a fortified encampment nearby to patrol this area and serve as a deterrent to adventurers and
a thieves’ guild somewhere in its walls, and it can be understood why the saying “The High Observer’s headache is named Scornubel” has some merit. Soubar. Soubar is a small walled town with
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Hellish Rebuke reaction, which she can use twice per day (but only once before her next turn). If she is reduced to fewer than half her hit points, Thalamra tries to escape through the nearest secret door
interrogate or release prisoners (see the “Disguised Characters”). The keys dangling from the devil’s belt unlock the cell doors. Two of the cells (your choice) contain prisoners. The other four cells are
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Hellish Rebuke reaction, which she can use twice per day (but only once before her next turn). If she is reduced to fewer than half her hit points, Thalamra tries to escape through the nearest secret door
interrogate or release prisoners (see the “Disguised Characters”). The keys dangling from the devil’s belt unlock the cell doors. Two of the cells (your choice) contain prisoners. The other four cells are
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and is destroyed.
Reactions
Banishing Rebuke (Recharges after a Long Rest). When Avarice is damaged by a creature that she can see within 60 feet of her, she can banish that creature to a frigid
following additional spell slots, which allow him to cast the indicated spells: 3rd level (3 slots): fireball, sending, slow 4th level (3 slots): arcane eye, confusion 5th level (1 slot): animate objects
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and is destroyed.
Reactions
Banishing Rebuke (Recharges after a Long Rest). When Avarice is damaged by a creature that she can see within 60 feet of her, she can banish that creature to a frigid
following additional spell slots, which allow him to cast the indicated spells: 3rd level (3 slots): fireball, sending, slow 4th level (3 slots): arcane eye, confusion 5th level (1 slot): animate objects
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
creature can free itself with a successful DC 15 Intelligence check. Also as an action, a globe’s controller can release a trapped creature with a successful DC 10 Intelligence check. A creature inside a
succeed on a DC 15 Wisdom saving throw or suffer the effects of a confusion spell for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
creature can free itself with a successful DC 15 Intelligence check. Also as an action, a globe’s controller can release a trapped creature with a successful DC 10 Intelligence check. A creature inside a
succeed on a DC 15 Wisdom saving throw or suffer the effects of a confusion spell for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
removing the garbage and burying the excrement. Darz has also buried his shady past; he was a member of a thieves’ guild in Waterdeep who was caught and imprisoned for his many crimes. After his release from
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
removing the garbage and burying the excrement. Darz has also buried his shady past; he was a member of a thieves’ guild in Waterdeep who was caught and imprisoned for his many crimes. After his release from
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Constitution saving throw or be poisoned for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. The kobolds release
thieves’ tools can open the lock on the chains, or the chains can be broken (Strength DC 20) or sundered (AC 15, 60 hit points). The goblins promise anything and everything in exchange for their release
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Constitution saving throw or be poisoned for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. The kobolds release
thieves’ tools can open the lock on the chains, or the chains can be broken (Strength DC 20) or sundered (AC 15, 60 hit points). The goblins promise anything and everything in exchange for their release