Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'constant replacing guiding to have repairs'.
Other Suggestions:
constantly replacing giving to have regains
constantly replacing guiding to have regains
content replacing gaining to have reapers
content replacing gaining to have remains
constantly replacing giving to have remains
Magic Items
Mythic Odysseys of Theros
.
Whenever you finish a long rest while wearing the helm, you can pray to one of the gods listed on the Helm of the Gods table and store the listed spell in the helm, replacing any spell that is already stored
Athreos
protection from evil and good
Ephara
sanctuary
Erebos
inflict wounds
Heliod
guiding bolt
Iroas
heroism
Karametra
goodberry
Keranos
thunderous smite
Monsters
Acquisitions Incorporated
): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit
can call on her spells and abilities in times of need, and remains in constant practice with Confessor, her maul. At her core, she believes that the gods help those who help themselves, and that
Magic Items
Tasha’s Cauldron of Everything
tooth replaces one of your teeth as if you implanted it (potentially replacing another implanted tooth, see below).
Each tooth can only be used once. Track which teeth have been used. If a tooth’s
(Perception) checks from constant whispers of memories and nearby minds.
9
The Disappearances of Half Hollow (vomerine tooth of a Large toad)
4 giant toad;giant toads
Your long jump is up to 30
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Guiding Aspect Many druids feel a strong link to a specific aspect of the natural world, such as a body of water, an animal, a type of tree, or some other sort of plant. You identify with your chosen
aspect; by its behavior or its very nature, it sets an example that you seek to emulate. Guiding Aspects d6 Guiding Aspect 1 Yew trees remind you of renewing your mind and spirit, letting the old
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Guiding Aspect Many druids feel a strong link to a specific aspect of the natural world, such as a body of water, an animal, a type of tree, or some other sort of plant. You identify with your chosen
aspect; by its behavior or its very nature, it sets an example that you seek to emulate. Guiding Aspects d6 Guiding Aspect 1 Yew trees remind you of renewing your mind and spirit, letting the old
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the helm, replacing any spell that is already stored there. The save DC for the spell is 13. The helm has 3 charges. To cast a spell from the helm, you must expend 1 charge, and the helm regains 1d3
charges daily at dawn. Helm of the Gods God Spell
Athreos protection from evil and good
Ephara sanctuary
Erebos inflict wounds
Heliod guiding bolt
Iroas heroism
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the helm, replacing any spell that is already stored there. The save DC for the spell is 13. The helm has 3 charges. To cast a spell from the helm, you must expend 1 charge, and the helm regains 1d3
charges daily at dawn. Helm of the Gods God Spell
Athreos protection from evil and good
Ephara sanctuary
Erebos inflict wounds
Heliod guiding bolt
Iroas heroism
Kenku
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
kenku, constant attempts to mimic noises can come across as confusing or irritating rather than entertaining. You can just as easily describe the sounds your character makes and what they mean. Be clear
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
spiteful residents plug their ears and communicate through shouts or irritated, nonverbal gestures. The bitter winds of Pandemonium erode the gate-town inside and out. Repairs to wind-blasted
buildings are constant, and anything not nailed or tethered down is as good as lost. The gusts gnaw at Bedlam’s residents just as they do its structures. The citizens’ patience, manners, and joy dwindle in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
spiteful residents plug their ears and communicate through shouts or irritated, nonverbal gestures. The bitter winds of Pandemonium erode the gate-town inside and out. Repairs to wind-blasted
buildings are constant, and anything not nailed or tethered down is as good as lost. The gusts gnaw at Bedlam’s residents just as they do its structures. The citizens’ patience, manners, and joy dwindle in
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
constant presence of the Watch — which exclusively patrols that district — goes far toward assuring their security. As a side effect, it also means many patriars go months without engaging with the
.
Linnacker collects income from gem mines in Tethyr.
Miyar supplies and repairs wagons and caravans, and has membership in the Merchants’ League.
Nurthammas invests in businesses involved in
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
stone. Within the castle, surrounding the bailey, are small buildings of wood and plaster that hold animals and are used for smithwork, candlemaking, laundry, wood repairs (including wagons and the
gathering supplies and reinforcing Thornhold’s defenses. Stoneshaft dwarves can taste the wealth, bustling energy, and constant excitement of nearby Waterdeep, and want to share in it. They don’t want to be
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Mad Maggie’s infernal war machine. Chukka is animated, irritable, and takes care of repairs around the fort. Chukka and Clonk lost their weapons and replaced them with the following weapons salvaged
additional redcaps. The redcaps believe the tooth is a lucky charm, so they frequently pass it from one to the next to keep Barnabas from finding it. Because of this constant transfer of the tooth
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Mad Maggie’s infernal war machine. Chukka is animated, irritable, and takes care of repairs around the fort. Chukka and Clonk lost their weapons and replaced them with the following weapons salvaged
additional redcaps. The redcaps believe the tooth is a lucky charm, so they frequently pass it from one to the next to keep Barnabas from finding it. Because of this constant transfer of the tooth
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
constant presence of the Watch — which exclusively patrols that district — goes far toward assuring their security. As a side effect, it also means many patriars go months without engaging with the
.
Linnacker collects income from gem mines in Tethyr.
Miyar supplies and repairs wagons and caravans, and has membership in the Merchants’ League.
Nurthammas invests in businesses involved in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
portal key (such as a bag of golden tea leaves or the tooth of a planar beast), a manifesto of your guiding philosophy, a set of common clothes in your faction’s style, and a pouch containing 10 gp
faction to another—the only constant in the City of Doors is the Lady of Pain herself. If you’d like to create and be part of your own faction, ask your DM about doing just that.
Your faction should
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
constant presence of the Watch — which exclusively patrols that district — goes far toward assuring their security. As a side effect, it also means many patriars go months without engaging with the
.
Linnacker collects income from gem mines in Tethyr.
Miyar supplies and repairs wagons and caravans, and has membership in the Merchants’ League.
Nurthammas invests in businesses involved in
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
constant presence of the Watch — which exclusively patrols that district — goes far toward assuring their security. As a side effect, it also means many patriars go months without engaging with the
.
Linnacker collects income from gem mines in Tethyr.
Miyar supplies and repairs wagons and caravans, and has membership in the Merchants’ League.
Nurthammas invests in businesses involved in
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
stone. Within the castle, surrounding the bailey, are small buildings of wood and plaster that hold animals and are used for smithwork, candlemaking, laundry, wood repairs (including wagons and the
gathering supplies and reinforcing Thornhold’s defenses. Stoneshaft dwarves can taste the wealth, bustling energy, and constant excitement of nearby Waterdeep, and want to share in it. They don’t want to be
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
portal key (such as a bag of golden tea leaves or the tooth of a planar beast), a manifesto of your guiding philosophy, a set of common clothes in your faction’s style, and a pouch containing 10 gp
faction to another—the only constant in the City of Doors is the Lady of Pain herself. If you’d like to create and be part of your own faction, ask your DM about doing just that.
Your faction should
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
as Cleric spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for
Necromancy — Level 1 Cleric Spells (Slots: 4) Spell School Special* Bless (always prepared) Enchantment C, M Cure Wounds (always prepared) Abjuration — Detect Magic Divination C, R Guiding Bolt
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
as Cleric spells for you. Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Cleric spells for
Necromancy — Level 1 Cleric Spells (Slots: 4) Spell School Special* Bless (always prepared) Enchantment C, M Cure Wounds (always prepared) Abjuration — Detect Magic Divination C, R Guiding Bolt
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended. The
of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended. The number
prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended. The number
prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Cleric spell list. Bless, Cure Wounds, Guiding Bolt, and Shield of Faith are recommended. The
of prepared spells, replacing any of the spells there with other Cleric spells for which you have spell slots. Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
spells prepared:
Cantrips (at will): guidance, sacred flame, thaumaturgy
1st level (4 slots): bane, bless, cure wounds, guiding bolt (see “Actions” below)
2nd level (3 slots): blindness/deafness
.
Guiding Bolt (1st-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 14 (4d6) radiant damage, and the next attack roll made against the target before
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
spells prepared:
Cantrips (at will): guidance, sacred flame, thaumaturgy
1st level (4 slots): bane, bless, cure wounds, guiding bolt (see “Actions” below)
2nd level (3 slots): blindness/deafness
.
Guiding Bolt (1st-Level Spell; Requires a Spell Slot). Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 14 (4d6) radiant damage, and the next attack roll made against the target before
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
pranks to direct confrontation. POLAR ENGINE Trickery Domain Subclass
Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods
listed spells prepared.
War Domain Spells Cleric Level Prepared Spells 3 Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon 5 Crusader’s Mantle, Spirit Guardians 7 Fire Shield, Freedom of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
pranks to direct confrontation. POLAR ENGINE Trickery Domain Subclass
Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods
listed spells prepared.
War Domain Spells Cleric Level Prepared Spells 3 Guiding Bolt, Magic Weapon, Shield of Faith, Spiritual Weapon 5 Crusader’s Mantle, Spirit Guardians 7 Fire Shield, Freedom of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Perception 9
Languages Common
Challenge 1/8 (25 XP)
Guiding Wind (Recharges after a Short or Long Rest). As a bonus action, the initiate gains advantage on the next ranged attack roll it makes before
their lives. Aerisi disposes of these minstrels on a whim, replacing them with other initiates. Those that master some skill with their instruments survive the longest, but the cost of failure creates a
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
and laborers, the Gravemakers guard the dead — and Tumbledown — from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw
, a black gauntlet of Bane, is the cult’s mastermind. He engineered the death of the slaughterhouse’s former owner so that he could take over, figuring that constant blood, offal, and animal screams
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Tumbledown — from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow
engineered the death of the slaughterhouse’s former owner so that he could take over, figuring that constant blood, offal, and animal screams would provide a suitable cover for the cult’s murderous
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Tumbledown — from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow
engineered the death of the slaughterhouse’s former owner so that he could take over, figuring that constant blood, offal, and animal screams would provide a suitable cover for the cult’s murderous
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
and laborers, the Gravemakers guard the dead — and Tumbledown — from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw
, a black gauntlet of Bane, is the cult’s mastermind. He engineered the death of the slaughterhouse’s former owner so that he could take over, figuring that constant blood, offal, and animal screams