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Returning 35 results for 'conjures real guard to her recovery'.
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Classes
Player’s Handbook
explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their
Class Features
Cantrips
Prepared Spells
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Spellcasting, Ritual Adept, Arcane Recovery
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Monsters
Acquisitions Incorporated
: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Minor Conjuration. Jim conjures an inanimate object, no larger than 3 feet
follows him as chief arcanist (and occasional arsonist) for Acquisitions Incorporated. And although his skills as an adventurer and real wizard remain highly sought after, Jim looks forward to a well
Monsters
Bigby Presents: Glory of the Giants
on a DC 25 Strength saving throw or have the prone condition.
Vortex (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Vortex"}. The cradle conjures a vortex of wind at a
seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “Giants of Myth” in chapter 3 for additional
Monsters
Bigby Presents: Glory of the Giants
. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold
, Piercing, and Slashing from Nonmagical AttacksChilling Mist. The cradle magically conjures a cloud of chilling mist that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of
Monsters
Bigby Presents: Glory of the Giants
guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “Giants of Myth” in chapter 3 for additional inspiration.)
Scions of giants
within fully awakens.ThunderCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksFog of Deception. The scion conjures a magical cloud that fills a 30-foot-radius sphere
Monsters
Bigby Presents: Glory of the Giants
other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “Giants of Myth” in chapter 3 for additional inspiration
":"recharge", "rollAction":"Vengeful Storm"}. The scion conjures a churning storm cloud in a 30-foot-radius, 10-foot-tall cylinder centered on a point within 120 feet of itself. The cloud’s area is
Monsters
Fizban's Treasury of Dragons
not guarantee victory. Planning and tactics do. (Lawful)
6
Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good
trying to teach them military tactics.
3
A druid summoned galeb duhr to guard a young sapphire dragon;young sapphire dragon's hoard in exchange for the dragon controlling the giant spider
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
reclaim the fortress. The fortress would allow the Lord’s Alliance to keep a closer watch over dangers in the region. The characters are initially hired to help guard Ironspine Keep, which is expected to
sequester his forces, and Szass Tam can’t allow the powerful Sword Coast cities to control the stronghold. He quickly dispatched a legion commanded by a spectral warlord to discourage the recovery effort
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
reclaim the fortress. The fortress would allow the Lord’s Alliance to keep a closer watch over dangers in the region. The characters are initially hired to help guard Ironspine Keep, which is expected to
sequester his forces, and Szass Tam can’t allow the powerful Sword Coast cities to control the stronghold. He quickly dispatched a legion commanded by a spectral warlord to discourage the recovery effort
classes
Basic Rules (2014)
-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Arcane Recovery
3
2
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Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, if for no other reason than to honor Ispin Greenshield’s last wishes. If a character refuses, Mayor Raven offers to pay them 5 gp to be a judge during the battle, making sure no one uses real weapons
are given wooden spears with padded tips to prevent them from dealing damage. The mayor reminds everyone not to use real weapons during the reenactment so nobody gets hurt. Mercenaries of the Ironclad
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, if for no other reason than to honor Ispin Greenshield’s last wishes. If a character refuses, Mayor Raven offers to pay them 5 gp to be a judge during the battle, making sure no one uses real weapons
are given wooden spears with padded tips to prevent them from dealing damage. The mayor reminds everyone not to use real weapons during the reenactment so nobody gets hurt. Mercenaries of the Ironclad
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
thieves to guard their loot.
Relatability. Treat NPCs as real people with real motivations. Put yourself in their shoes. What would you do?
the following:
Avoiding Stereotypes. Show how multiple people from the same culture are different. Don't use a real-world accent in a disparaging way.
Beautiful Diversity. Feature members of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
thieves to guard their loot.
Relatability. Treat NPCs as real people with real motivations. Put yourself in their shoes. What would you do?
the following:
Avoiding Stereotypes. Show how multiple people from the same culture are different. Don't use a real-world accent in a disparaging way.
Beautiful Diversity. Feature members of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
arsonist) for Acquisitions Incorporated. And although his skills as an adventurer and real wizard remain highly sought after, Jim looks forward to a well-earned retirement, at which point he hopes to
become a “real wizard” — by which he means a fake wizard — full time. Jim Darkmagic
Medium humanoid (human), chaotic neutral
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed
compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
that rise around it.
A mountain of a man in heavy armor tromps up to you. “No lollygagging!” he grouses.
The man is the keep’s demanding and curmudgeonly sergeant of the guard, Shannik
.
Zuzanna Wuzyk Shannik
Human Sergeant of the Guard
Stat Block: Guard Captain
Captain Andrella’s second in command brooks no evildoers.
Brusque. When Shannik can substitute a reply with a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
arsonist) for Acquisitions Incorporated. And although his skills as an adventurer and real wizard remain highly sought after, Jim looks forward to a well-earned retirement, at which point he hopes to
become a “real wizard” — by which he means a fake wizard — full time. Jim Darkmagic
Medium humanoid (human), chaotic neutral
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
engage in battle and flee if combat erupts. Renekor can tell the real Quill from the fake one. When it notices the characters and the real Quill, the beholder attacks, hovering just out of reach of melee
weapons and using its lair actions when appropriate. The two suits of animated armor standing guard outside the ballroom also attack at the command of the beholder. Renekor wants to keep Quill alive
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
engage in battle and flee if combat erupts. Renekor can tell the real Quill from the fake one. When it notices the characters and the real Quill, the beholder attacks, hovering just out of reach of melee
weapons and using its lair actions when appropriate. The two suits of animated armor standing guard outside the ballroom also attack at the command of the beholder. Renekor wants to keep Quill alive
compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Guard
Stat Block: Guard Captain
This captain is strong, stern, and just.
Perfect Posture. Andrella is as strict with her posture as she is with the law.
Role Model. Many of the keep’s young
behind bars.” (True)
“The castellan tells me monsters are drawn to the Caves of Chaos in droves. I wonder why.” (True)
Jane Katsubo Bartho Human Gate Guard
Stat Block: Guard
This gullible
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
The Griffon Cavalry Waterdeep doesn’t have the fabled flying ships of Halruaa, but it does deploy an aerial defense force. Brave warriors of the City Guard light out from the Peaktop Aerie atop Mount
allow them to perform stunning feats of aerial acrobatics. In both martial displays and in real battles against flying threats such as manticores, harpies, and outlaw wizards, the griffon riders
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
The Griffon Cavalry Waterdeep doesn’t have the fabled flying ships of Halruaa, but it does deploy an aerial defense force. Brave warriors of the City Guard light out from the Peaktop Aerie atop Mount
allow them to perform stunning feats of aerial acrobatics. In both martial displays and in real battles against flying threats such as manticores, harpies, and outlaw wizards, the griffon riders
compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
aren’t real. They’re just a myth told to scare little children from wandering into caves.” (False)
Jane Katsubo Gala
Human Gate Guard
Stat Block: Guard
Though she’s memorized all the keep’s
Guard
Stat Block: Guard
This gullible recruit spends more time dreaming than patrolling.
Distractable. Bartho is easily distracted from his post because he’d rather be doing anything else.
Sleepy
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
level include the following: Using a prisoner’s real name while in the guise of prison staff Getting caught by a patrol (see Patrol Routes) Casting a spell that has perceptible components or effects in
sight of a guard Conversing with a prisoner about anything other than prison business (such as giving them instructions for tasks) For suspicion to increase, prison staff members must witness the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
free to do so; the only real cost is the time it takes. With enough attempts and enough time, a character should eventually succeed at the task. To speed things up, assume that a character spending
successful one. In other cases, failing an ability check makes it impossible to make the same check to do the same thing again. For example, a rogue might try to trick a town guard into thinking the
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
level include the following: Using a prisoner’s real name while in the guise of prison staff Getting caught by a patrol (see Patrol Routes) Casting a spell that has perceptible components or effects in
sight of a guard Conversing with a prisoner about anything other than prison business (such as giving them instructions for tasks) For suspicion to increase, prison staff members must witness the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
level include the following: Using a prisoner’s real name while in the guise of prison staff Getting caught by a patrol (see Patrol Routes) Casting a spell that has perceptible components or effects in
sight of a guard Conversing with a prisoner about anything other than prison business (such as giving them instructions for tasks) For suspicion to increase, prison staff members must witness the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
free to do so; the only real cost is the time it takes. With enough attempts and enough time, a character should eventually succeed at the task. To speed things up, assume that a character spending
successful one. In other cases, failing an ability check makes it impossible to make the same check to do the same thing again. For example, a rogue might try to trick a town guard into thinking the
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
level include the following: Using a prisoner’s real name while in the guise of prison staff Getting caught by a patrol (see Patrol Routes) Casting a spell that has perceptible components or effects in
sight of a guard Conversing with a prisoner about anything other than prison business (such as giving them instructions for tasks) For suspicion to increase, prison staff members must witness the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Outpost These chambers guard the stairs to level 22. The ceilings are 20 feet high throughout. 19a. Way to Level 22 Debris. In the west side of the room lie the crumbling remains of a stone table
stands in a section of wall that bears the image of a dwarf wizard wielding a staff. The staff is made of real iron and is partially embedded in the stone. An arcane lock has been cast on the secret
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. (The real key is in area J5.) After the key is pulled out, a character can use thieves’ tools to try to pick the lock, doing so with a successful DC 20 Dexterity check. A knock spell or similar magic
also opens the chest. Exit Portal. Turning the gold key in the lock doesn’t unlock the chest but instead conjures a 10-foot-square doorway through which area J1 can be seen. The doorway appears on the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. (The real key is in area J5.) After the key is pulled out, a character can use thieves’ tools to try to pick the lock, doing so with a successful DC 20 Dexterity check. A knock spell or similar magic
also opens the chest. Exit Portal. Turning the gold key in the lock doesn’t unlock the chest but instead conjures a 10-foot-square doorway through which area J1 can be seen. The doorway appears on the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Outpost These chambers guard the stairs to level 22. The ceilings are 20 feet high throughout. 19a. Way to Level 22 Debris. In the west side of the room lie the crumbling remains of a stone table
stands in a section of wall that bears the image of a dwarf wizard wielding a staff. The staff is made of real iron and is partially embedded in the stone. An arcane lock has been cast on the secret
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
behind the natural columns are two guard drakes (see appendix D) trained to protect the dragon eggs. They don’t attack as soon as characters come through the gate but wait until the characters have moved
into 10A without using the stairs, they trigger the kobolds’ attack before exploring this area. Guard drake Mixed in among the stalactites near the southeast corner of the room is an unusual roper that
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
behind the natural columns are two guard drakes (see appendix D) trained to protect the dragon eggs. They don’t attack as soon as characters come through the gate but wait until the characters have moved
into 10A without using the stairs, they trigger the kobolds’ attack before exploring this area. Guard drake Mixed in among the stalactites near the southeast corner of the room is an unusual roper that