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Returning 33 results for 'conjurer recluse gain to have regards'.
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Ranger
Legacy
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Classes
Basic Rules (2014)
skills as part of a band of rangers affiliated with a druidic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even
Senses 10 4 3 3 3 1 19th +6 Ability Score Improvement 11 4 3 3 3 2 20th +6 Foe Slayer 11 4 3 3 3 2 Class Features As a ranger, you gain the following class features.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
now awaits justice. She has no regrets about helping the faerie dragon, and she regards Bavlorna as a bitter enemy. Appendix D has additional roleplaying notes for Morgort. Morgort introduces herself
be battling one of the characters in trial by combat (see area D9 for details). Bavlorna is a recluse who rarely leaves her cottage. She enjoys making foul bargains with visitors. If the characters
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
now awaits justice. She has no regrets about helping the faerie dragon, and she regards Bavlorna as a bitter enemy. Appendix D has additional roleplaying notes for Morgort. Morgort introduces herself
be battling one of the characters in trial by combat (see area D9 for details). Bavlorna is a recluse who rarely leaves her cottage. She enjoys making foul bargains with visitors. If the characters
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Medusa Snake-Haired Recluse with a Petrifying Gaze Habitat: Desert; Treasure: Any With their hair of living snakes and their infamous petrifying gazes, medusas are hubristic creatures that inhabit
faded.
4 An explorer transformed and compelled to defend a cursed ruin.
5 A vain noble whose magical attempt to gain eternal beauty backfired.
6 The victim of a bite from a magical
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Medusa Snake-Haired Recluse with a Petrifying Gaze Habitat: Desert; Treasure: Any With their hair of living snakes and their infamous petrifying gazes, medusas are hubristic creatures that inhabit
faded.
4 An explorer transformed and compelled to defend a cursed ruin.
5 A vain noble whose magical attempt to gain eternal beauty backfired.
6 The victim of a bite from a magical
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
of chapter 3 or area 31 of chapter 4) appears at your feet. If all those gems are unavailable, you gain an equivalent hoard. Knight. You gain the service of one of the servants of your chosen agent
. You gain proficiency in the Persuasion skill and you double your proficiency bonus for checks made with that skill for the duration of the adventure. In addition, the Temple of Moloch’s high priest
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
of chapter 3 or area 31 of chapter 4) appears at your feet. If all those gems are unavailable, you gain an equivalent hoard. Knight. You gain the service of one of the servants of your chosen agent
. You gain proficiency in the Persuasion skill and you double your proficiency bonus for checks made with that skill for the duration of the adventure. In addition, the Temple of Moloch’s high priest
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll
you and the target are more than 60 feet apart. If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack
charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. Elegant Maneuver Starting at 13th level, you can use a bonus action
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack
charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. Elegant Maneuver Starting at 13th level, you can use a bonus action
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Sphinxes In sacred isolation, a sphinx guards the secrets and treasures of the gods. As it calmly regards each new party that comes before it, the bones of supplicants and quest seekers that failed
object or knowledge it guards vanishes. Even if a sphinx is attacked and defeated, a quester will still fail to gain the secret it sought — and will make an enemy of the god that placed the sphinx as a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Sphinxes In sacred isolation, a sphinx guards the secrets and treasures of the gods. As it calmly regards each new party that comes before it, the bones of supplicants and quest seekers that failed
object or knowledge it guards vanishes. Even if a sphinx is attacked and defeated, a quester will still fail to gain the secret it sought — and will make an enemy of the god that placed the sphinx as a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll
you and the target are more than 60 feet apart. If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
tradition has expanded to include many different weapons. A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool
of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits. Kensei Weapons. Choose two types of weapons to be your kensei
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
tradition has expanded to include many different weapons. A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool
of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits. Kensei Weapons. Choose two types of weapons to be your kensei
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
elemental air gain the power to punish those who have wronged them. More so than the members of the other cults, air cultists see their beliefs as a means to an end. Destruction for its own sake isn't
, using stealth and illusion to gain their ends with a minimum of force. Tactics of deception and ambush provide the air cultists with opportunities to prove themselves smarter and more resourceful than
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
elemental air gain the power to punish those who have wronged them. More so than the members of the other cults, air cultists see their beliefs as a means to an end. Destruction for its own sake isn't
, using stealth and illusion to gain their ends with a minimum of force. Tactics of deception and ambush provide the air cultists with opportunities to prove themselves smarter and more resourceful than
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
they spend on the island. If they fail, they gain one level of exhaustion. The DC for this check equals 10 + the number of hours spent on the island. 3 Each day at dawn, the island conjures 2d10 magma
Wisdom saving throw or be blinded for 8 hours. 5 Creatures must succeed on a DC 10 Constitution saving throw at the end of each hour they spend on the island. If they fail, they gain a 1-inch scar in a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
they spend on the island. If they fail, they gain one level of exhaustion. The DC for this check equals 10 + the number of hours spent on the island. 3 Each day at dawn, the island conjures 2d10 magma
Wisdom saving throw or be blinded for 8 hours. 5 Creatures must succeed on a DC 10 Constitution saving throw at the end of each hour they spend on the island. If they fail, they gain a 1-inch scar in a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. On a failed save, the target is charmed by the abishai for 1 hour. While charmed in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the
abishai has advantage on saving throws against spells and other magical effects.
Reckless. At the start of its turn, the abishai can gain advantage on all melee weapon attack rolls during that turn
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. On a failed save, the target is charmed by the abishai for 1 hour. While charmed in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the
abishai has advantage on saving throws against spells and other magical effects.
Reckless. At the start of its turn, the abishai can gain advantage on all melee weapon attack rolls during that turn
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
receives an equal share of XP. However, the guide doesn’t gain levels as player characters do.
You can use the optional loyalty rule in chapter 4 of the Dungeon Master’s Guide to track the loyalty of a
respect for the people of Mbala, who were tricked and eaten by a green hag named Nanny Pu’pu. Eku regards the hag as one of the greatest evils in Chult. If the characters travel anywhere near Mbala and Eku
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
receives an equal share of XP. However, the guide doesn’t gain levels as player characters do.
You can use the optional loyalty rule in chapter 4 of the Dungeon Master’s Guide to track the loyalty of a
respect for the people of Mbala, who were tricked and eaten by a green hag named Nanny Pu’pu. Eku regards the hag as one of the greatest evils in Chult. If the characters travel anywhere near Mbala and Eku
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
hour. On a failed save, the target is charmed by the abishai for 1 hour. While charmed in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the
abishai has advantage on saving throws against spells and other magical effects.
Magic Weapons. The abishai’s weapon attacks are magical.
Reckless. At the start of its turn, the abishai can gain
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
hour. On a failed save, the target is charmed by the abishai for 1 hour. While charmed in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the
abishai has advantage on saving throws against spells and other magical effects.
Magic Weapons. The abishai’s weapon attacks are magical.
Reckless. At the start of its turn, the abishai can gain
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Secret Effect: You gain 10 temporary hit points when this charm vanishes from you.
2 Charm of the Conjurer. This charm allows you to cast the mage hand cantrip as an action at will. After 24 hours
when the charm’s benefit expires; do not reveal this secret to a player before the effect occurs. Once a creature has gained a charm from the goblet, it cannot gain another one by drinking from the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Secret Effect: You gain 10 temporary hit points when this charm vanishes from you.
2 Charm of the Conjurer. This charm allows you to cast the mage hand cantrip as an action at will. After 24 hours
when the charm’s benefit expires; do not reveal this secret to a player before the effect occurs. Once a creature has gained a charm from the goblet, it cannot gain another one by drinking from the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
impervious to damage. If the crown is destroyed, the memories it has absorbed flood over all creatures within 10 feet of it. Characters assailed by this barrage gain 1d6 pieces of lore from the Ythryn Lore
-legged and serene.
Creatures in the dome gain a flying speed of 30 feet and can hover. The corpses of a dozen Netherese apprentices hover around this area, with their hands on their knees and their
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
impervious to damage. If the crown is destroyed, the memories it has absorbed flood over all creatures within 10 feet of it. Characters assailed by this barrage gain 1d6 pieces of lore from the Ythryn Lore
-legged and serene.
Creatures in the dome gain a flying speed of 30 feet and can hover. The corpses of a dozen Netherese apprentices hover around this area, with their hands on their knees and their
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Intelligence Unable to speak or understand languages 5 Wisdom Unable to perceive anything more than 30 feet away 6 Charisma Gain the Stench trait of a troglodyte Secret Door. In the northwest corner, 20 feet
of the urn to gain resistance to fire damage for 1 hour. Each urn is 1 foot tall and weighs 5 pounds. Dungeon State. The magic of the Doomvault resonates within the efreeti, which has been here since
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Intelligence Unable to speak or understand languages 5 Wisdom Unable to perceive anything more than 30 feet away 6 Charisma Gain the Stench trait of a troglodyte Secret Door. In the northwest corner, 20 feet
of the urn to gain resistance to fire damage for 1 hour. Each urn is 1 foot tall and weighs 5 pounds. Dungeon State. The magic of the Doomvault resonates within the efreeti, which has been here since
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
from a wealthy line of prominent sorcerers. He’s never manifested any sorcerous power and wants to know if he’ll ever gain such power, or if he should give up hope. T3: Entrance Chamber This hall serves
of this gray bedroom is a many-eyed, spherical creature three feet in diameter. In the middle of its forehead, a large unblinking eye regards you quizzically—as do four smaller eyes perched on the end
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
from a wealthy line of prominent sorcerers. He’s never manifested any sorcerous power and wants to know if he’ll ever gain such power, or if he should give up hope. T3: Entrance Chamber This hall serves
of this gray bedroom is a many-eyed, spherical creature three feet in diameter. In the middle of its forehead, a large unblinking eye regards you quizzically—as do four smaller eyes perched on the end