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Returning 35 results for 'connection ruins guilds to her requires'.
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Monsters
Bigby Presents: Glory of the Giants
Stone Avalanche (Requires Hill Rune). The giant conjures a hail of rocks in a 20-foot-radius, 40-foot-high cylinder centered on a point on the ground it can see within 120 feet of itself. Each creature
the giant’s next turn, when the rocks vanish.Hill Rebuff (Requires Hill Rune). Immediately after the giant takes damage from a creature it can see within 10 feet of itself, that creature must
Monsters
Storm King's Thunder
target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Shortbow","rollDamageType":"piercing"} piercing damage.
Spellcasting (Requires a Sacred Bundle). The shaman casts one
resentful of most kinds of magic. Seldom do they choose to become shamans. Instead, the role is thrust upon those who are born with a strong connection to the spirit world. To be a shaman is to stand
Monsters
Baldur’s Gate: Descent into Avernus
.
Ray of Sickness (1st-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Ray of Sickness"} to hit, range 60 ft., one creature. Hit: 9
","rollAction":"Ray of Sickness"} for each slot level above 1st.
Scorching Ray (2nd-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
invasion, many nightmare haunts take the shape of those terrifying invaders, having multiple limbs and inhuman visages. Smoky purplish energy wafts from their forms, suggesting their connection to the Wicked
, Eriette and Ashiok conspire to build a nightmare realm in the ruins of Castle Ardenvale at the heart of the Wicked Slumber, replacing the virtuous court with one composed of sleepwalkers and dreamers
Monsters
Baldur’s Gate: Descent into Avernus
; Requires a Spell Slot). Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit"} to hit, range 60 ft., one creature. Hit: 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollDamageType
lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult.
Cult Ranks. A follower of Myrkul wields a flail that has a skull
Monsters
Icewind Dale: Rime of the Frostmaiden
"} acid damage.
Magic Missile (1st-Level Spell; Requires a Spell Slot). Dzaan creates three darts of magical force. Each dart unerringly strikes one creature Dzaan can see within 120 feet of it, dealing
.
Dzaan’s Demise. Dzaan’s trouble started after he broke away from his fellow wizards and hired adventurers to scour Icewind Dale for Netherese ruins. One group of them uncovered a buried
Centaur
Legacy
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Species
Guildmasters’ Guide to Ravnica
natural world. Among the guilds that share that affinity, centaurs favor the rubblebelts of the Gruul Clans and the wide plazas of the Selesnya Conclave over the undercity tunnels of the Golgari and
, they celebrate family and community as microcosms of that greater connection. Among the Gruul, they have a strong clan identity, and Selesnya centaurs are fiercely loyal to their individual communities
Species
Guildmasters’ Guide to Ravnica
, loxodons are true terrors—bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to their guilds
guilds is their sense of the size of the community they belong to. For loxodons in the Selesnya Conclave, their community is the world and all living beings in it—everything valuable, meant to live
Species
Van Richten’s Guide to Ravenloft
before their birth. Many hexbloods turn to lives of adventure, seeking to discover the mysteries of their magic, to forge a connection with their fey natures, or to avoid a hag that obsesses over them
their own kind or that embodies the hexblood’s nature. This requires that both the hag and hexblood be in the same place and consent to the lengthy ritual—circumstances most hexbloods shun but
Backgrounds
Guildmasters’ Guide to Ravnica
)
2
Justice. Achieving justice requires establishing fair, equitable, and compassionate relationships within a community. (Good)
3
Protection. It isn’t right for innocents to
; more even than my closest friends.
5
I’m slow to trust members of other guilds.
6
I’ve been known to turn a blind eye to injustice, with the help of a modest bribe
Classes
Tasha’s Cauldron of Everything
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself
. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and
Classes
Tasha’s Cauldron of Everything
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself
. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and
Backgrounds
Sword Coast Adventurer's Guide
the doings of thieves’ guilds and street gangs. You might be a “velvet mask” bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that
of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection
Backgrounds
Guildmasters’ Guide to Ravnica
fervent desire to share the joy you have experienced with Ravnica. Along with the rest of the conclave, you are committed to resisting the ambitions of the other guilds — with military force if
conclave has a deeper connection to the Worldsoul than I do.
6
I’m trying to atone for the life of crime I led before I joined the Selesnya, but I find it hard to give up my bad habits
Genasi
Legacy
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Species
Elemental Evil Player's Companion
mountains. Fitting backgrounds include charlatan, entertainer, and noble.
Earth genasi are more withdrawn, and their connection to the earth keeps them from being comfortable in most cities. Their uncommon
favored element. When they emerge from their caves, they might roam the hills and mountains or lay claim to old ruins.
Appropriate backgrounds for earth genasi include hermit, outlander, and soldier
Backgrounds
Guildmasters’ Guide to Ravnica
ruins. You are part of a savage society that clings desperately to the Old Ways — attuned to nature, full of primal rage, and given short shrift by a world consumed with continuing civilization
encounters with members of other guilds are more often violent than friendly, but occasional bonds do form.
Roll twice on the Gruul Contacts table (for an ally and a rival) and once on the Non-Gruul
Rogue
Legacy
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Classes
Basic Rules (2014)
class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but
, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of
Kenku
Legacy
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Species
Volo's Guide to Monsters
. They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety
structures that would collapse beneath a human or an orc.
Some thieves’ guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
connection to its ruling family or its businesses. The Adventurer, though, is hired by the house for more traditional adventuring skills—usually capabilities that the house’s other agents lack. The Adventurer
like a traditional craft or trade guild, and hundreds of people associate with these guilds while having no other relationship to the houses that oversee them. The Guilder is among these, perhaps being a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
connection to its ruling family or its businesses. The Adventurer, though, is hired by the house for more traditional adventuring skills—usually capabilities that the house’s other agents lack. The Adventurer
like a traditional craft or trade guild, and hundreds of people associate with these guilds while having no other relationship to the houses that oversee them. The Guilder is among these, perhaps being a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few
their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few
their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Human Humans are a scant majority among the peoples of Ravnica, dominating some guilds and barely represented in others. As on other worlds, they are innovators, achievers, and pioneers whose daring
and adaptability make them capable of great things — and great falls. Not one of the paruns of the ten guilds was human, although the Ghost Council of the Orzhov Syndicate is of human origin. Likewise
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few
their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Human Humans are a scant majority among the peoples of Ravnica, dominating some guilds and barely represented in others. As on other worlds, they are innovators, achievers, and pioneers whose daring
and adaptability make them capable of great things — and great falls. Not one of the paruns of the ten guilds was human, although the Ghost Council of the Orzhov Syndicate is of human origin. Likewise
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few
their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
City of Guilds In all their fantastic diversity, the cosmopolitan citizens of Ravnica go about their daily business in bustling markets and shadowy back alleys. Shambling pack animals (mammals
, reptiles, insects, and bizarre hybrids alike) carry their loads through the streets, while untamed wild things lurk in verdant greenbelts, rubble-strewn ruins, and sewers. And interwoven throughout it all
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
City of Guilds In all their fantastic diversity, the cosmopolitan citizens of Ravnica go about their daily business in bustling markets and shadowy back alleys. Shambling pack animals (mammals
, reptiles, insects, and bizarre hybrids alike) carry their loads through the streets, while untamed wild things lurk in verdant greenbelts, rubble-strewn ruins, and sewers. And interwoven throughout it all
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
tenements, cobblestone plazas, and broken ruins where once-majestic buildings have crumbled to rubble. She imagines the teeming masses below her: humans, elves, vedalken, minotaurs, goblins, loxodons
Dungeons & Dragons campaign to explore. A vast, sprawling city that covers the whole of the known world, Ravnica teems with intrigue and adventure, driven by the conflicts among the ten powerful guilds that
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
transformation. Every use of the ritual must be modified to suit the individual undergoing transformation, and requires rare herbs, exotic magical substances, snakes, and one or more humans to be sacrificed
yuan-ti know they can’t resort to direct attacks in order to reclaim their rightful place in the world. Operating out of the subterranean ruins of their buildings in foreign lands, yuan-ti
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
coin is likely a gambling chip. Ascertaining where the coin came from requires a period of downtime, during which a character can show the coin around, make inquiries at gambling houses and festhalls
, and bribe local guilds for information. A character must spend a certain amount of gold per day to cover expenses. After 1d4 + 1 days, the character can make an Intelligence (Investigation) check. On
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
tenements, cobblestone plazas, and broken ruins where once-majestic buildings have crumbled to rubble. She imagines the teeming masses below her: humans, elves, vedalken, minotaurs, goblins, loxodons
Dungeons & Dragons campaign to explore. A vast, sprawling city that covers the whole of the known world, Ravnica teems with intrigue and adventure, driven by the conflicts among the ten powerful guilds that
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Exploring the Ruins Adventurers might come to the ruins of Gardmore Abbey for many reasons. They might be hired by minotaur archaeologists to serve as guards or troubleshooters. They might be hunting
connection to the Deck of Many Things; anyone seeking the deck could be drawn to the abbey, heedless of danger. The site is a sandbox that encourages exploration, roleplaying with multiple factions
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
coin is likely a gambling chip. Ascertaining where the coin came from requires a period of downtime, during which a character can show the coin around, make inquiries at gambling houses and festhalls
, and bribe local guilds for information. A character must spend a certain amount of gold per day to cover expenses. After 1d4 + 1 days, the character can make an Intelligence (Investigation) check. On
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Exploring the Ruins Adventurers might come to the ruins of Gardmore Abbey for many reasons. They might be hired by minotaur archaeologists to serve as guards or troubleshooters. They might be hunting
connection to the Deck of Many Things; anyone seeking the deck could be drawn to the abbey, heedless of danger. The site is a sandbox that encourages exploration, roleplaying with multiple factions