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Returning 34 results for 'connects removal glory to have required'.
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Magic Items
Tasha’s Cauldron of Everything
’s origins and operation can be found in the Mind of Metal, a tome of artificer’s secrets that connects the device to the traditions of the lost Olman people, and which was written by Lum the
(for either attuned creature), you can command it in the following ways:
Open or close the hatch (no action required, once per turn)
Move the servant up to its speed (no action required)
As an
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Paladin Subclasses A Paladin subclass is a specialization that grants you features at certain Paladin levels, as specified in the subclass. This section presents the Oath of Devotion, Oath of Glory
feet beyond that. You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon. Level 7: Aura of Devotion You and your allies have Immunity to the Charmed
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Gates The three gates of the Lower City are ripe with logistical, historical, and metaphorical significance. Though tokens are not required to pass through the gates connecting with the Outer City
the sole gate leading to the harbor, it’s still the primary route by which the city’s wealth flows from port to patriar. Basilisk Gate. Piercing the city’s eastern wall, this statue-lined gate connects
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Gates The three gates of the Lower City are ripe with logistical, historical, and metaphorical significance. Though tokens are not required to pass through the gates connecting with the Outer City
the sole gate leading to the harbor, it’s still the primary route by which the city’s wealth flows from port to patriar. Basilisk Gate. Piercing the city’s eastern wall, this statue-lined gate connects
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
back the alien armies of Gzemnid, a gaseous beholder god. CoupleOfKooks “Glory? Ha! What do any of us know of glory? We’re still alive! You seek a reward that can be attained only in death
.”
–Tyrza Bonebreaker, mayor of Glorium
Gate Unlike other gate-towns, Glorium has two planar gates. The first and most obvious is a whirlpool at the mouth of the fjord that connects to Ysgard. Wide enough
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
antimagic that prevents its detection or removal or its change to another form or substance. The wall slot (see above) is of sufficient size to accept a coin or a disc-shaped gem. It is also just right for
deposited into the slot is forever lost, as the sinking stone crushes all to pieces. The gate opens easily from the other (east) side, and no special item is required to trigger its opening from that
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
“Nature Lovers”) and regrows in 2d4 days if Zumzn removes it willingly. The whole fruit is required to make the concoction that will return Xabazhut to his slumber. G25: Everflowing Springs Dyson Logos
(see “Supernatural Gifts” in the Dungeon Master’s Guide) against the dragon. Astral Lift. The Astral lift, which connects the chamber to several below, is described in “Garden Features.” The lift
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Northkingdom, and glory of fallen Delzoun. For nearly eighteen centuries, Adbar has stood strong against every threat from every foe, and stood fast, to the great pride of its residents and our people
hope, glory, and trade. But now, for the first time in memory, my fellow Adbarran seem truly frightened at the prospect of opening the citadel to any outsiders. Perhaps they are reacting to the recent
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
host, and they receive obedience and deference from many quarters. Their ability to lay waste to entire formations with a single use of magic allows them to gain far more glory in battle than a single
warrior. Other cultures might view the use of such abilities as a short cut to glory, but to hobgoblins a gift for magic is as valued and useful as a strong sword arm or brilliance in tactics. They are
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
device known as the Machine of Lum the Mad. The best details on the device’s origins and operation can be found in the Mind of Metal, a tome of artificer’s secrets that connects the device to the
using the controls. During your turn (for either attuned creature), you can command it in the following ways: Open or close the hatch (no action required, once per turn) Move the servant up to its speed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
required to climb them. 16a. Lost Island of Bulba-Slopp Rising out of the water is a rocky island upon which the kuo-toa raised a shrine to their old god: Chuul. Circling the island’s perimeter is a chuul
fouled by the aboleth’s presence.
Underwater Tunnel. A 10-foot-high, 20-foot-wide underwater passage connects this cavern to area 16c.
The aboleth and the chuuls prefer to fight underwater. In
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
warrior who leaves mortality behind to become an ice devil, is worth more than a simple peasant likely to be consigned to existence as a lemure. Glory. All devils are required to fight in the Blood War
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
multiple crimes (has served 1d20 years of a life sentence)
R18. Surveillance Hub This hexagonal room is the base of the prison’s central tower. A spiral staircase connects it to the tower’s upper
R18. R20. Hall of Absolution The floor of this room is 120 feet above the prison roof. A spiral staircase connects the room to the other levels of the tower (area R18 is 140 feet down, area R19 is 20
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
wound or soothe with equal ease. As the Open Lord of Waterdeep, she holds great sway with all the delegates except Dagult Neverember, who believes that she engineered his removal from the position of Open
votes in the fourth council. Marshall Ulder Ravengard Lawful neutral male human fighter Ideals: Responsibility, glory (“I am trusted with protecting thousands of lives, and I will not betray that
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
wound or soothe with equal ease. As the Open Lord of Waterdeep, she holds great sway with all the delegates except Dagult Neverember, who believes that she engineered his removal from the position of Open
votes in the fourth council. Marshal Ulder Ravengard Lawful neutral male human fighter Ideals: Responsibility, glory (“I am trusted with protecting thousands of lives, and I will not betray that trust
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
wound or soothe with equal ease. As the Open Lord of Waterdeep, she holds great sway with all the delegates except Dagult Neverember, who believes that she engineered his removal from the position of Open
votes in the fourth council. Marshall Ulder Ravengard Lawful neutral male human fighter Ideals: Responsibility, glory (“I am trusted with protecting thousands of lives, and I will not betray that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Valhalla, Vanaheim, Alfheim, and other regions), Midgard (the Material Plane), and Niflheim (the underworld). The Bifrost, the rainbow bridge, is a unique transitive plane that connects Asgard and
Celestia, the strange city of Mechanus, the fortress of Acheron, and so on. All the planes are locations in the world, reachable by ordinary means of travel — though extraordinary effort is required, for
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
cleverness. Giants who value or seek to emulate these qualities pray and sacrifice to her, asking her blessing. Those who hold out hope for the restoration of giants’ ancient glory worship her as well
keeper of secrets. Priests and Rites. Giants invoke Skoraeus’s name when they begin any work of art or craft, particularly stonework, and they often dedicate the final product to his glory. Stone giants
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
finish a Long Rest. You can also restore a use of the feature by expending one Superiority Die (no action required). Level 10: Improved Combat Superiority Your Superiority Die becomes a d10. Level 15
combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
looks like a glorified pier—a remnant of once-promised glory. A simple ferry system of ropes and winches follows the bridge’s supports and connects with posts on the opposite shore. Simple rafts and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the trap, or failing to disarm it
poison needle. Noticing the trap requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
droppings. Poorly cured hide blankets are carelessly scattered over the floor.
Secret Door. In the north end of area 4, a secret door connects to area 14. A character can find the door by succeeding on
. Secret Doors. The passage to the south branches in a Y shape. The southwest branch connects to area 5, and the southeast one leads to a secret door cleverly constructed to blend into the natural rock
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
rock chimney leads up to level 2. It’s a 90-foot climb with plenty of handholds but several tricky, twisty spots; a successful DC 8 Strength (Athletics) check is required to ascend or descend it
ropes. Level 3. Pterafolk Nest This level is 240 feet above ground. A ladder clinging to the west face of the spire connects this level to the one below. Pterafolk elders inhabit this area. They’ve
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
trust any of them, but the Zargonites are especially ruthless. Dungeon Tip. The lower levels of the ziggurat are haunted by Undead. Glory of Cynidicea. Kanadius believes only the Guardians of Gorm can
restore Cynidicea’s lost glory. Joining the Guardians. If a character was honest with Kanadius, he asks them to join the Guardians of Gorm. Kanadius rewards the first three characters who accept with
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
clamber through the moat with more time and effort. No check is required, but it’s a grisly detour, and the moat is difficult terrain. Portcullis. The portcullis is up, and nothing prevents entry to
, such as by using the Mage Hand cantrip. Knocking the rod over by throwing an object at it triggers the explosive runes. 4: Courtyard This open-air courtyard connects the keep’s entrance to various
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
comes from a shadowed corner above the door at the top of the stairs.
This outdoor stairway connects area B1 on the first floor with area B13 on the second floor, but the steps are in bad shape. A
. Secret Passage Bavlorna has forgotten about this secret passage, which connects areas B7 and B10. A moldy scent hangs in the air in this dark, L-shaped hallway.
The secret door leading to area B7 is
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, and Milil built into it. The Hearth connects to the House of Rest, a structure with four-bunk rooms where seekers are assigned quarters upon their acceptance. Finally, next to the House of Rest, and
required of the Avowed, and often pitch in with hands-on efforts when a particularly large chore needs doing. The master readers are the sages and elder monks who oversee the scribes and teach the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
making their way down to area R18. R20: Hall of Absolution The floor of this room is 120 feet above the prison roof. A spiral staircase connects the room to the other levels of the tower (area R18 is
to create an airship dock. An action is required to raise or lower the drawbridge. No guards are stationed here. If the guards in the prison watchtowers (area R9) see an airship or an airborne threat
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
making their way down to area R18. R20: Hall of Absolution The floor of this room is 120 feet above the prison roof. A spiral staircase connects the room to the other levels of the tower (area R18 is
to create an airship dock. An action is required to raise or lower the drawbridge. No guards are stationed here. If the guards in the prison watchtowers (area R9) see an airship or an airborne threat
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to Vaprak, a rapacious god of strength and hunger worshiped by ogres and trolls, out of desperation. Vaprak likes to tempt frost giants with dreams of glory followed by nightmares of bloody cannibalism
until the giant disperses it (no action required), and it can’t be dispersed by wind. The giant creates a 60-foot-long, 10-foot-wide line of strong wind (or strong current within water) originating from
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
your platform to the crow’s nest in the middle of the ship. Similar rigging connects the crow’s nest to a platform at the aft of the ship. On that far platform, you see an iron door — the exit portal
-teller The fortune-teller asks for a donation. A character who drops one or more coins (no action required) gains advantage on their next d20 roll.
3 Weapons A creature on the barge can find and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
is empty. A short staircase leads up to area P48c. A longer staircase leads down to a hallway on the palace’s lower level that connects with areas P14d and P16. P48e. Characters can reach this chamber
conjure fey spell embedded in it, and that the spell can be cast as an action by knocking the jewel three times against a hard object or surface. No other components are required to cast the spell, and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Beorunna’s Well, and characters can climb the rope (no ability check required). In the northeast corner, surrounding a campfire, are three tents inhabited by members of the Black Lion tribe (see “Suggested
twice in its long history, only to be reclaimed and rebuilt by the dwarves each time. Felbarr’s great hero-king, Emerus Warcrown, who restored Felbarr to its former glory during the War of the Silver
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Common, Halfling, and Undercommon. X8. Hall of Statues This 20-foot-wide, magically lit hallway connects various areas controlled by the Xanathar Guild. It has the following features: Lifelike humanoid
member say, “We caught ourselves a Watch captain! Ahmaergo says the boss is happier than a pink flumph, whatever that is. Today, free ale! Tomorrow, gold and glory!” This proclamation is followed by