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Returning 35 results for 'connection rings guard to her rejection'.
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Classes
Fizban's Treasury of Dragons
Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four
dragon’s hoard, creating your bond through that token’s lingering draconic magic.
2
A secret order of rangers who collect and guard draconic lore taught you their ways.
3
A
Monsters
Mordenkainen Presents: Monsters of the Multiverse
connection, arriving immediately or several minutes later. It might present itself as a beholder to ignorant creatures in an attempt to intimidate them, or as a spectator to its summoner in order to drain
magic items it is expected to guard.
A beholder (see the Monster Manual) usually drives away or kills any gauths that enter its territory, but it might choose to force them to serve it as lieutenants
Classes
Fizban's Treasury of Dragons
Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four
dragon’s hoard, creating your bond through that token’s lingering draconic magic.
2
A secret order of rangers who collect and guard draconic lore taught you their ways.
3
A
Backgrounds
Baldur’s Gate: Descent into Avernus
realizing the connection. You got the Guild to back off demands for your death by offering to make amends by working for the criminals, but even so the kingpin still plots a personal revenge.
2
The
, working for someone who has more than they deserve. But the Guild offered you a way to fix that. You keep doing what you’ve always done — guard work, dock labor, business accounting &mdash
races
Mordenkainen Presents: Monsters of the Multiverse
have lived on the worlds of the Material Plane since the worlds’ creation. Gifted by the gods with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can
survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Warding Bond 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration
) Duration: 1 hour This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Warding Bond Level 2 Abjuration (Cleric, Paladin) Casting Time: Action
Range: Touch
Components: V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the
duration)
Duration: 1 hour
You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Warding Bond 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration
) Duration: 1 hour This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Warding Bond Level 2 Abjuration (Cleric, Paladin) Casting Time: Action
Range: Touch
Components: V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the
duration)
Duration: 1 hour
You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Warding Bond 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration
) Duration: 1 hour This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Warding Bond 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration
) Duration: 1 hour This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Following a religion is a way to give your character a deeper connection to the world and a bond to other members of the community. The Foundation of Faith table can provide ideas for the source of your
beliefs. Conversely, a lack of faith can also be a meaningful part of your story. If you don’t believe in any divine power, what caused such doubt? The Rejection of Faith table offers ideas that can
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Following a religion is a way to give your character a deeper connection to the world and a bond to other members of the community. The Foundation of Faith table can provide ideas for the source of your
beliefs. Conversely, a lack of faith can also be a meaningful part of your story. If you don’t believe in any divine power, what caused such doubt? The Rejection of Faith table offers ideas that can
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
outsiders to Akharin Sangar to supplement the city’s guard during the festival. The group in power trusts that competent adventurers from outside the city will have no connection to the local revolutionary
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
people and have lived on the worlds of the Material Plane since the worlds’ creation. Gifted by the gods with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can
guard its natural wonders. Lizardfolk have colorful scales and exhibit a wide array of scale patterns. Their individual facial features are as varied as those of lizards.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
people and have lived on the worlds of the Material Plane since the worlds’ creation. Gifted by the gods with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can
guard its natural wonders. Lizardfolk have colorful scales and exhibit a wide array of scale patterns. Their individual facial features are as varied as those of lizards.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
outsiders to Akharin Sangar to supplement the city’s guard during the festival. The group in power trusts that competent adventurers from outside the city will have no connection to the local revolutionary
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Construct. In the center of the room is a Huge scorpion constructed from metal. (This is an incomplete scaladar that is not active.)
11b. Scaladar Guards. Two scaladar (see appendix A) guard this room and
), his body was placed here by the scaladar servants that guard area 11b. The body is in stasis but can be attacked normally. It is unconscious and has AC 12 and 99 hit points. Without its spirit, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Construct. In the center of the room is a Huge scorpion constructed from metal. (This is an incomplete scaladar that is not active.)
11b. Scaladar Guards. Two scaladar (see appendix A) guard this room and
), his body was placed here by the scaladar servants that guard area 11b. The body is in stasis but can be attacked normally. It is unconscious and has AC 12 and 99 hit points. Without its spirit, the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, stables, and warehouses, and two concentric rings of high protective walls with gates that are firmly closed and barred by night. (Individuals can pay stiff fees to be raised and lowered after sunset
, poisons, and certain magic. Reason to Visit. Thaelond is the local leader among the Zhentarim and a key contact for characters with a connection to that faction. It’s also where two side treks, “The Long Road” and “New Management,” start (see chapter 6).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Warding Bond Level 2 Abjuration (Cleric, Paladin) Casting Time: Action
Range: Touch
Components: V, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the
duration)
Duration: 1 hour
You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, stables, and warehouses, and two concentric rings of high protective walls with gates that are firmly closed and barred by night. (Individuals can pay stiff fees to be raised and lowered after sunset
, poisons, and certain magic. Reason to Visit. Thaelond is the local leader among the Zhentarim and a key contact for characters with a connection to that faction. It’s also where two side treks, “The Long Road” and “New Management,” start (see chapter 6).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Hammers and Anvils This part of the dungeon rings with the sound of hammers on anvils. As one approaches the forges (areas 17c and 17d), the sound grows louder and is joined by the roaring and
feet per round. The inhabitants of other nearby areas go about their business. The stone floors and walls are covered with bloody tiles. The ceiling is 10 feet high throughout. 17a. Western Guard
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Hammers and Anvils This part of the dungeon rings with the sound of hammers on anvils. As one approaches the forges (areas 17c and 17d), the sound grows louder and is joined by the roaring and
feet per round. The inhabitants of other nearby areas go about their business. The stone floors and walls are covered with bloody tiles. The ceiling is 10 feet high throughout. 17a. Western Guard
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Inquisition Domain Cleanse the Heretics
The Inquisition Domain reflects the order of the multiverse and the rejection of tainted magic—so far as certain celestial powers see it. Only the divine
. Most zealots root out all arcanists, while some strike fragile truces when complete removal isn’t feasible.
Level 3: Inquisition Domain Spells Your connection to this divine domain ensures you
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
and fight at Vizeran’s command. Between one and three suits guard each room and corridor of the tower. If Vizeran is threatened, he uses them to run interference, buying him time to escape or
Vizeran once kept bound minor demons and humanoid slaves in his service. Vizeran banished the demons with the arrival of the demon lords in the Underdark, fearing some hidden connection between the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
and fight at Vizeran’s command. Between one and three suits guard each room and corridor of the tower. If Vizeran is threatened, he uses them to run interference, buying him time to escape or
Vizeran once kept bound minor demons and humanoid slaves in his service. Vizeran banished the demons with the arrival of the demon lords in the Underdark, fearing some hidden connection between the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. These scaladar obey the commands of illithids and attack any creatures that aren’t mind flayers or their thralls. Trobriand’s rings no longer have any effect on these constructs. 16b. South Guard
here are 20 feet high with 10-foot-high corridors connecting them. 16a. North Guard Post Scaladar. Two modified scaladar guard the hall. They are described in more detail below.
Furnishings. Water
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. These scaladar obey the commands of illithids and attack any creatures that aren’t mind flayers or their thralls. Trobriand’s rings no longer have any effect on these constructs. 16b. South Guard
here are 20 feet high with 10-foot-high corridors connecting them. 16a. North Guard Post Scaladar. Two modified scaladar guard the hall. They are described in more detail below.
Furnishings. Water
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
City Guard after investigating the murders hinted at some sort of cult activity, but details of the killings were never revealed. No suspects were ever identified or charged. The Yellowcrest family had
a good reputation, with no hint of personal or public impropriety. No one ever accused the grieving Lord Yellowcrest of having any connection to the murders. Sarah’s Ghost
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
City Guard after investigating the murders hinted at some sort of cult activity, but details of the killings were never revealed. No suspects were ever identified or charged. The Yellowcrest family had
a good reputation, with no hint of personal or public impropriety. No one ever accused the grieving Lord Yellowcrest of having any connection to the murders. Sarah’s Ghost
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
6 sahuagin, 2 sahuagin coral smashers,* 1 sahuagin champion* These guards are alerted by intruders they become aware of. If one of them rings the gong three times, sahuagin in 2 and 12 rush to their
rung three times or if they are alerted by a guard from 2. 13 Elmo the slave (commoner) Elmo is near death and cannot be moved. 19 2 sahuagin, 4 sahuagin coral smashers,* 1 sahuagin champion,* 1
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Battle of High Hill The unexpected sound of metal clashing on armor rings across the field, silencing laughter and melodramatic boasts. A ribbon of red splashes over the grassy hill, followed by
. The horses then dash off the battlefield. 3 An injured member of Vogler’s militia (a guard with 1 hit point) crawls onto the battlefield and begs for help, appearing in an unoccupied space adjacent to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Battle of High Hill The unexpected sound of metal clashing on armor rings across the field, silencing laughter and melodramatic boasts. A ribbon of red splashes over the grassy hill, followed by
. The horses then dash off the battlefield. 3 An injured member of Vogler’s militia (a guard with 1 hit point) crawls onto the battlefield and begs for help, appearing in an unoccupied space adjacent to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
6 sahuagin, 2 sahuagin coral smashers,* 1 sahuagin champion* These guards are alerted by intruders they become aware of. If one of them rings the gong three times, sahuagin in 2 and 12 rush to their
rung three times or if they are alerted by a guard from 2. 13 Elmo the slave (commoner) Elmo is near death and cannot be moved. 19 2 sahuagin, 4 sahuagin coral smashers,* 1 sahuagin champion,* 1