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Returning 35 results for 'conjure watch relief'.
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Ranger
Legacy
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Classes
Basic Rules (2014)
trackless forests and across wide and empty plains, rangers keep their unending watch. Deadly Hunters Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of
relief from solitude that they offer? QUICK BUILD You can make a ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some rangers who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
whip stands watch by the river while the others rest on pallets. All the kuo-toa are poisoned from eating bad fish.
Caltrops. Caltrops made of sharpened bones lie scattered along the river’s edge
characters approach the kuo-toa in a friendly manner and offer them food or relief, the kuo-toa whips lead them to the archpriest Noolgaloop in area 21a.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
whip stands watch by the river while the others rest on pallets. All the kuo-toa are poisoned from eating bad fish.
Caltrops. Caltrops made of sharpened bones lie scattered along the river’s edge
characters approach the kuo-toa in a friendly manner and offer them food or relief, the kuo-toa whips lead them to the archpriest Noolgaloop in area 21a.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
silent, heavily armored guards of the Casques Silencieux watch over calm promenades and markets. But a day or a week or a month later, the first telltale cough cracks amid the crowd. As people evacuate
is safe again. How the Casques Silencieux know is a mystery, but their judgment always proves correct. And so the cycle goes, from ruin to relief and back again, with de facto ruler Mademoiselle
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
silent, heavily armored guards of the Casques Silencieux watch over calm promenades and markets. But a day or a week or a month later, the first telltale cough cracks amid the crowd. As people evacuate
is safe again. How the Casques Silencieux know is a mystery, but their judgment always proves correct. And so the cycle goes, from ruin to relief and back again, with de facto ruler Mademoiselle
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Archdruid Archdruids watch over the natural wonders of their domains. They seldom interact with civilized folk unless there is a great threat to the natural order, and their lairs are often guarded
2nd level (3 slots): animal messenger, beast sense, hold person
3rd level (3 slots): conjure animals, meld into stone, water breathing
4th level (3 slots): dominate beast, locate creature
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Archdruid Archdruids watch over the natural wonders of their domains. They seldom interact with civilized folk unless there is a great threat to the natural order, and their lairs are often guarded
2nd level (3 slots): animal messenger, beast sense, hold person
3rd level (3 slots): conjure animals, meld into stone, water breathing
4th level (3 slots): dominate beast, locate creature
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
light activity, such as reading your Book of Shadows and keeping watch. Cloak of Flies Prerequisite: 5th level As a bonus action, you can surround yourself with a magical aura that looks like buzzing
gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
light activity, such as reading your Book of Shadows and keeping watch. Cloak of Flies Prerequisite: 5th level As a bonus action, you can surround yourself with a magical aura that looks like buzzing
gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
learn from or command the dead. Those who plunder tombs for lost knowledge, grim entrepreneurs who see business sense in undead servants, even pragmatic necromancers seeking to conjure secrets from the
Watch tokens (for passage into the Upper City), visitor licenses, and docking permits.
Straightstick. The kingpin of the Twin Songs Faithless runs one of the city’s best smuggling operations
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
learn from or command the dead. Those who plunder tombs for lost knowledge, grim entrepreneurs who see business sense in undead servants, even pragmatic necromancers seeking to conjure secrets from the
Watch tokens (for passage into the Upper City), visitor licenses, and docking permits.
Straightstick. The kingpin of the Twin Songs Faithless runs one of the city’s best smuggling operations
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
learn from or command the dead. Those who plunder tombs for lost knowledge, grim entrepreneurs who see business sense in undead servants, even pragmatic necromancers seeking to conjure secrets from the
Watch tokens (for passage into the Upper City), visitor licenses, and docking permits.
Straightstick. The kingpin of the Twin Songs Faithless runs one of the city’s best smuggling operations
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
learn from or command the dead. Those who plunder tombs for lost knowledge, grim entrepreneurs who see business sense in undead servants, even pragmatic necromancers seeking to conjure secrets from the
Watch tokens (for passage into the Upper City), visitor licenses, and docking permits.
Straightstick. The kingpin of the Twin Songs Faithless runs one of the city’s best smuggling operations
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the Great Blue Devil A relief of a scowling, fiendish face made of azure mosaic tiles spans the hallway’s back wall. The face’s mouth is open, revealing a black maw, and its eyes are carved from
clouded white crystal. To the right of the mosaic is a closed door.
A character who examines the relief with a Detect Magic spell or similar magic finds that the relief’s mouth radiates conjuration magic
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
hammocks in the guard towers. The breeze atop the walls provides some cooling and relief from insects. 10. Inner Bailey This bastion is a fort within a fort. The bailey is 20 feet tall at the peak of
hours to signal the change of watch, and it’s rung 10 minutes before each of those to signal that a change of watch is about to occur. At the change of the watch, it’s rung a number of times equaling
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
hammocks in the guard towers. The breeze atop the walls provides some cooling and relief from insects. 10. Inner Bailey This bastion is a fort within a fort. The bailey is 20 feet tall at the peak of
hours to signal the change of watch, and it’s rung 10 minutes before each of those to signal that a change of watch is about to occur. At the change of the watch, it’s rung a number of times equaling
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
hide behind them. If they keep watch, the characters can take a short or long rest here without being disturbed. If the characters use Zikran’s Zephyrean Tome to consult with Gazre-Azam, the djinni
, Primordial, Sahuagin, and Undercommon. He has 144 hit points, resistance to acid damage, a swimming speed of 30 feet, and the ability to breathe air and water. He has prepared the conjure elemental
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
hide behind them. If they keep watch, the characters can take a short or long rest here without being disturbed. If the characters use Zikran’s Zephyrean Tome to consult with Gazre-Azam, the djinni
, Primordial, Sahuagin, and Undercommon. He has 144 hit points, resistance to acid damage, a swimming speed of 30 feet, and the ability to breathe air and water. He has prepared the conjure elemental
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the Great Blue Devil A relief of a scowling, fiendish face made of azure mosaic tiles spans the hallway’s back wall. The face’s mouth is open, revealing a black maw, and its eyes are carved from
clouded white crystal. To the right of the mosaic is a closed door.
A character who examines the relief with a Detect Magic spell or similar magic finds that the relief’s mouth radiates conjuration magic
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
of Mistshore, and Waterdeep again has its own navy. The city’s Guard (its army), Watch (police force), Navy, and it famous Griffon Cavalry are all being reformed, but all of that might be a matter of
lost all their coin and sold their titles again within a season or two. Open Lord Laeral Silverhand has, to the relief of those leaders, seen the folly of this decision, and gathered enough support
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
of Mistshore, and Waterdeep again has its own navy. The city’s Guard (its army), Watch (police force), Navy, and it famous Griffon Cavalry are all being reformed, but all of that might be a matter of
lost all their coin and sold their titles again within a season or two. Open Lord Laeral Silverhand has, to the relief of those leaders, seen the folly of this decision, and gathered enough support
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
into a natural cleft in the stone face. Steps are cut into the 15-foot-wide crevice, and scenes of jungle predators, flying lizards, and erupting volcanoes are carved in shallow relief onto the walls in
are unaware that this back entrance to their cave exists. The pterafolk keep no watch, believing their cliffside retreat is impregnable. Stealthy characters can enter the cave unnoticed. At any given
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
into a natural cleft in the stone face. Steps are cut into the 15-foot-wide crevice, and scenes of jungle predators, flying lizards, and erupting volcanoes are carved in shallow relief onto the walls in
are unaware that this back entrance to their cave exists. The pterafolk keep no watch, believing their cliffside retreat is impregnable. Stealthy characters can enter the cave unnoticed. At any given
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
relief carvings of roses. On the wall about a foot above the arcane shrine is a contact stone. To the south is a black gate.
Creatures. A dread warrior (see appendix B) keeps watch with seven
the attacks of these fish. 80. Black Gate Pool Beneath walls set with relief carvings of humanoid couples romantically entwined, the bottom of a slimy, dimly luminous pool is shrouded in shadow
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
relief carvings of roses. On the wall about a foot above the arcane shrine is a contact stone. To the south is a black gate.
Creatures. A dread warrior (see appendix B) keeps watch with seven
the attacks of these fish. 80. Black Gate Pool Beneath walls set with relief carvings of humanoid couples romantically entwined, the bottom of a slimy, dimly luminous pool is shrouded in shadow
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the world claims a territory to watch over, and one ki-rin might safeguard an area that encompasses several nations. On other planes, ki-rins that serve good deities go wherever they are commanded
its service, its lair doubles as a sacred site wherein the ki-rin not only rests, but also teaches of holy mysteries. Inside its lair, a ki-rin has the power to conjure objects up to three times per
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the world claims a territory to watch over, and one ki-rin might safeguard an area that encompasses several nations. On other planes, ki-rins that serve good deities go wherever they are commanded
its service, its lair doubles as a sacred site wherein the ki-rin not only rests, but also teaches of holy mysteries. Inside its lair, a ki-rin has the power to conjure objects up to three times per
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, gnome guards) stand watch in this outpost at all hours. Unless treated poorly, the cheery gnomes are friendly toward the characters, asking what brings them to the tower. It’s the gnomes’ job to greet
of the Griswill Garrison (lawful neutral, gnome guards) stand watch in this room. When it’s time for a visitor’s appointment in the Questioner’s Hall (area T4), the guards walk across the bridge and
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, gnome guards) stand watch in this outpost at all hours. Unless treated poorly, the cheery gnomes are friendly toward the characters, asking what brings them to the tower. It’s the gnomes’ job to greet
of the Griswill Garrison (lawful neutral, gnome guards) stand watch in this room. When it’s time for a visitor’s appointment in the Questioner’s Hall (area T4), the guards walk across the bridge and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
) and will see them safely past the guards behind the barricade to the south (at the location marked B) if the characters can handle the bugbear at the watch post (W) to the west of that place. 4–8
each. The captain also has thirty-one 10 gp gems hidden in a pouch under his armor. 8. Outpost Six bugbears watch this point. These alert fellows are readying for an attack on the rebel orcs. One of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
) and will see them safely past the guards behind the barricade to the south (at the location marked B) if the characters can handle the bugbear at the watch post (W) to the west of that place. 4–8
each. The captain also has thirty-one 10 gp gems hidden in a pouch under his armor. 8. Outpost Six bugbears watch this point. These alert fellows are readying for an attack on the rebel orcs. One of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Etched inside the ring is the name “Burton Boot.” The ring belonged to the father of Yander Boot, the deceased constable of the Watch, and was bitten off by the rat after Boot was killed (see area 5
different points. Most side passages are blocked by rubble, making the path of the two Waterdeep City Watch guards easy to follow. The next area of interest on the adventurers’ journey is a chamber
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Etched inside the ring is the name “Burton Boot.” The ring belonged to the father of Yander Boot, the deceased constable of the Watch, and was bitten off by the rat after Boot was killed (see area 5
different points. Most side passages are blocked by rubble, making the path of the two Waterdeep City Watch guards easy to follow. The next area of interest on the adventurers’ journey is a chamber
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
colonnade is a pair of stone doors graven with a relief of a circular, saw-toothed maw. In the plaza in front of this structure, four slimy, fishlike humanoids kneel beneath a sunken stone idol of branching
join the fray. P5. Shrine of Yngukulub This room echoes with the roar of falling water. Relief carvings of horrific mouths, each framed by a knotwork of oozing tentacles wrought in stone, adorn the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
colonnade is a pair of stone doors graven with a relief of a circular, saw-toothed maw. In the plaza in front of this structure, four slimy, fishlike humanoids kneel beneath a sunken stone idol of branching
join the fray. P5. Shrine of Yngukulub This room echoes with the roar of falling water. Relief carvings of horrific mouths, each framed by a knotwork of oozing tentacles wrought in stone, adorn the