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Returning 21 results for 'connected rebuke grinding to have resort'.
Other Suggestions:
connected rebuke grinding to have rest
connected rebuke gaining to have resist
connected rebuke grinding to have record
connected rebuke grinding to have reorx
connected refuge granting to have reborn
Backgrounds
Guildmasters’ Guide to Ravnica
Spell Level
Spells
Cantrip
fire bolt, vicious mockery
1st
burning hands, dissonant whispers, hellish rebuke
2nd
crown of madness, enthrall,
.
5
There’s a lesser demon in the cult who thinks he owes me a favor, and who am I to argue?
6
The master of ceremonies in my troupe is well connected with other troupes.
7
I had
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the adventure, someone they met along the way, or a character’s contact. When you’re planning an adventure, include NPCs who can fill this role. Evil Intrusion. If things start grinding to a halt, have
the characters encounter a minion or monster connected to the adventure’s main threat. At the end of the encounter, perhaps the characters find information that gets them back on track. Plan one or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the adventure, someone they met along the way, or a character’s contact. When you’re planning an adventure, include NPCs who can fill this role. Evil Intrusion. If things start grinding to a halt, have
the characters encounter a minion or monster connected to the adventure’s main threat. At the end of the encounter, perhaps the characters find information that gets them back on track. Plan one or
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Oath of Redemption The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath
justice. Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace. Innocence. All people begin life in an innocent state, and it is their environment or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
through the tunnel safely. Rotating Tunnel Read the following text to players the first time their characters are caught in a rotating tunnel: With a loud grinding noise, this section of crawlway begins
to rotate, instantly cutting off the exits ahead and behind. You can feel the passage sink about five feet as it turns. After a few seconds, it comes to a stop and the grinding abates.
When tunnel
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Oath of Redemption The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath
justice. Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace. Innocence. All people begin life in an innocent state, and it is their environment or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
through the tunnel safely. Rotating Tunnel Read the following text to players the first time their characters are caught in a rotating tunnel: With a loud grinding noise, this section of crawlway begins
to rotate, instantly cutting off the exits ahead and behind. You can feel the passage sink about five feet as it turns. After a few seconds, it comes to a stop and the grinding abates.
When tunnel
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
fixated with a single type or body of water, potentially preferring a deep sea trench, coastline, or river system above all others. Over time, such a resident nymph often becomes connected with their
bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching ray
Invisible in Fire. The oread is invisible while fully immersed in fire.
Magic
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
fixated with a single type or body of water, potentially preferring a deep sea trench, coastline, or river system above all others. Over time, such a resident nymph often becomes connected with their
bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching ray
Invisible in Fire. The oread is invisible while fully immersed in fire.
Magic
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(level 1–4, dangerous threat) The crossbow trap is a favorite of kobolds and other creatures that rely on traps to defend their lairs. It consists of a trip wire strung across a hallway and connected to a
entryway to the inner sanctum delivers a fiery rebuke to intruders. Trigger. Anyone who steps on the mosaic causes fire to erupt from it. Those who openly wear holy symbols of Pyremius don’t trigger this
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(level 1–4, dangerous threat) The crossbow trap is a favorite of kobolds and other creatures that rely on traps to defend their lairs. It consists of a trip wire strung across a hallway and connected to a
entryway to the inner sanctum delivers a fiery rebuke to intruders. Trigger. Anyone who steps on the mosaic causes fire to erupt from it. Those who openly wear holy symbols of Pyremius don’t trigger this
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
saving throw or become blinded until it finishes a short rest. Spawning Pools In these connected chambers, Red Wizards breed oozes for their experiments. Noise. Anyone near area 68 can hear the loud
sound of steel grinding flesh and bone, rising and falling at intervals. The noise means that Thayans here fail to perceive sounds of combat from nearby areas. Glyph Keys. Every one of the Red Wizards
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
saving throw or become blinded until it finishes a short rest. Spawning Pools In these connected chambers, Red Wizards breed oozes for their experiments. Noise. Anyone near area 68 can hear the loud
sound of steel grinding flesh and bone, rising and falling at intervals. The noise means that Thayans here fail to perceive sounds of combat from nearby areas. Glyph Keys. Every one of the Red Wizards
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
holding four potions of poison that are easily mistaken for potions of healing. Asharra might resort to these if the characters’ presence in Kir Sabal becomes inconvenient. 4. Dwellings The dwellings
in Kir Sabal aren’t all identical, but they’re similar enough. Each is occupied by 2d4 aarakocra. A standard dwelling has two or three levels connected by a ladder (the interiors are too tight for
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
holding four potions of poison that are easily mistaken for potions of healing. Asharra might resort to these if the characters’ presence in Kir Sabal becomes inconvenient. 4. Dwellings The dwellings
in Kir Sabal aren’t all identical, but they’re similar enough. Each is occupied by 2d4 aarakocra. A standard dwelling has two or three levels connected by a ladder (the interiors are too tight for
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
potency after 1 hour. X3: Hashutu’s Room The door to this room bears a series of small, raised dots. This is a message in Qualith, the mind flayers’ tactile language that most creatures must resort to
up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.
Actions
Multiattack. The elder brain makes two Tentacle attacks
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
potency after 1 hour. X3: Hashutu’s Room The door to this room bears a series of small, raised dots. This is a message in Qualith, the mind flayers’ tactile language that most creatures must resort to
up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.
Actions
Multiattack. The elder brain makes two Tentacle attacks
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Lair The following areas correspond to the labels on map 5.1. This lair has two levels connected by staircases and secret doors. View Player Version X1. Staircase of Eyes Characters are
pulverize creatures that it petrifies, turning them into a fine powder that can be used to make plaster. The pulverizer consists mainly of a tall stone bin with grinding gears at the bottom, and a chute where
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Lair The following areas correspond to the labels on map 5.1. This lair has two levels connected by staircases and secret doors. View Player Version X1. Staircase of Eyes Characters are
pulverize creatures that it petrifies, turning them into a fine powder that can be used to make plaster. The pulverizer consists mainly of a tall stone bin with grinding gears at the bottom, and a chute where
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
fountain loses its magic. Western Door. Carvings on the western door show skeletal dragons. A Draconic inscription on the door reads, “Rebuke the dead, open the way.” Within 5 feet of the door, the air is
back. Several sets of corroded manacles are connected to the walls,and some still bind a few crumbling skeletons.
Creatures. Three kobolds are bound with crude rope to the iron spike. A battered
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
fountain loses its magic. Western Door. Carvings on the western door show skeletal dragons. A Draconic inscription on the door reads, “Rebuke the dead, open the way.” Within 5 feet of the door, the air is
back. Several sets of corroded manacles are connected to the walls,and some still bind a few crumbling skeletons.
Creatures. Three kobolds are bound with crude rope to the iron spike. A battered