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Returning 35 results for 'construct replaces guild to her released'.
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Species
Van Richten’s Guide to Ravenloft
alongside complex designs for clockwork organs.
6
You were released after being petrified for generations. Your memories have faded, though, and your body isn’t what it once was.
7
Your
body hosts a possessing spirit that shares its memories and replaces your missing appendages with phantasmal limbs.
8
In public, you pass as an unremarkable individual, but you can feel the
Backgrounds
Guildmasters’ Guide to Ravnica
food and fresh water in these areas for yourself and up to five other people each day.
Gruul Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Gruul
Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Gruul Guild Spells
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
.
5 You awoke in an abandoned laboratory alongside complex designs for clockwork organs.
6 You were released after being petrified for generations. Your memories have faded, though, and your
body isn’t what it once was.
7 Your body hosts a possessing spirit that shares its memories and replaces your missing appendages with phantasmal limbs.
8 In public, you pass as an unremarkable individual, but you can feel the itchy straw stuffing inside you.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
.
5 You awoke in an abandoned laboratory alongside complex designs for clockwork organs.
6 You were released after being petrified for generations. Your memories have faded, though, and your
body isn’t what it once was.
7 Your body hosts a possessing spirit that shares its memories and replaces your missing appendages with phantasmal limbs.
8 In public, you pass as an unremarkable individual, but you can feel the itchy straw stuffing inside you.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
that replaces traits associated with those races. For half-elves, a dragonmark is a variant race that lets you keep some half-elf traits and replace others with the traits associated with your mark
. For dwarves, elves, gnomes, and halflings, the dragonmark replaces your subrace. So, if you’re making an elf character, you can choose to take the Mark of Shadow instead of being a wood elf or a high
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
that replaces traits associated with those races. For half-elves, a dragonmark is a variant race that lets you keep some half-elf traits and replace others with the traits associated with your mark
. For dwarves, elves, gnomes, and halflings, the dragonmark replaces your subrace. So, if you’re making an elf character, you can choose to take the Mark of Shadow instead of being a wood elf or a high
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, and clear it entirely of threats so that the guild can construct a lighthouse on the site. Payment is made upon completion of the job, which will be verified by guild members. The mariners’ guild
The Job at Hand The posted contract explains that any interested parties are to meet with Guildmaster Tabeth at the local guild house. When the characters follow up, Tabeth provides them with the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, and clear it entirely of threats so that the guild can construct a lighthouse on the site. Payment is made upon completion of the job, which will be verified by guild members. The mariners’ guild
The Job at Hand The posted contract explains that any interested parties are to meet with Guildmaster Tabeth at the local guild house. When the characters follow up, Tabeth provides them with the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
action. If released, the beetles attack indiscriminately. The iron fragments littering the floor include curved sheets of outer plating, as well as internal gears, cogs, spindles, bars, and pipes. These pieces are waiting to be attached to the construct in area 15.
once if a fight breaks out. Hrossk’s job is to recast hot iron into body parts for the giant construct in area 15. Without Hrossk, Emberosa lacks the metalsmithing skills needed to finish work on Mecha
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
action. If released, the beetles attack indiscriminately. The iron fragments littering the floor include curved sheets of outer plating, as well as internal gears, cogs, spindles, bars, and pipes. These pieces are waiting to be attached to the construct in area 15.
once if a fight breaks out. Hrossk’s job is to recast hot iron into body parts for the giant construct in area 15. Without Hrossk, Emberosa lacks the metalsmithing skills needed to finish work on Mecha
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the outsider. In Neverwinter, if you want to construct a building, you simply purchase the land and hire workers to build it. In Waterdeep, the Surveyors’, Map-, and Chart-makers’ Guild must first be
Guilds and Guild Law No aspect of life in Waterdeep goes untouched by at least one of its more than forty guilds. Virtually every profession has an associated guild, and there’s hardly a citizen of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the outsider. In Neverwinter, if you want to construct a building, you simply purchase the land and hire workers to build it. In Waterdeep, the Surveyors’, Map-, and Chart-makers’ Guild must first be
Guilds and Guild Law No aspect of life in Waterdeep goes untouched by at least one of its more than forty guilds. Virtually every profession has an associated guild, and there’s hardly a citizen of
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
-, and Chart-makers’ Guild. But if the adventure is tied to Chult and Tomb of Annihilation, he might instead work as a merchant prince in Port Nyanzaru. And either way, no matter how genuinely you
might be a criminal agent working for the Monastery of the Distressed Body, sending party after adventuring party to become new prisoners of the Grand Master. He might even be a construct sent from the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
-, and Chart-makers’ Guild. But if the adventure is tied to Chult and Tomb of Annihilation, he might instead work as a merchant prince in Port Nyanzaru. And either way, no matter how genuinely you
might be a criminal agent working for the Monastery of the Distressed Body, sending party after adventuring party to become new prisoners of the Grand Master. He might even be a construct sent from the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
potential and try to push you to greatness? 5 Golem Guide. Your guild contact is the soul of a long-dead artisan preserved in a construct body. This golem is wise and knowledgeable, but it has
Guild There’s power in groups. One bee’s a pest, but nobody messes with the swarm.
Tasha
Your group has ties to a powerful consortium of professionals who work together for mutual benefit. You
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
potential and try to push you to greatness? 5 Golem Guide. Your guild contact is the soul of a long-dead artisan preserved in a construct body. This golem is wise and knowledgeable, but it has
Guild There’s power in groups. One bee’s a pest, but nobody messes with the swarm.
Tasha
Your group has ties to a powerful consortium of professionals who work together for mutual benefit. You
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Construct, Typically Neutral
Armor Class 14 (natural armor)
Hit Points 110 (13d10 + 39)
Speed 0 ft., fly 60 ft. (hover)
STR
1 (−5)
DEX
13 (+1)
CON
16 (+3
a bonus action. If the fractine is reduced to 0 hit points, any creature in the fractine’s demiplane is released instantly. A released creature reappears in an unoccupied space as close to the
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Construct, Typically Neutral
Armor Class 14 (natural armor)
Hit Points 110 (13d10 + 39)
Speed 0 ft., fly 60 ft. (hover)
STR
1 (−5)
DEX
13 (+1)
CON
16 (+3
a bonus action. If the fractine is reduced to 0 hit points, any creature in the fractine’s demiplane is released instantly. A released creature reappears in an unoccupied space as close to the
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
campaign world.) Monster Type Language Monster Type Languages Aberration Deep Speech or Undercommon Beast Sylvan Celestial Celestial Construct Draconic Dragon Draconic Elemental Primordial Fey
regain the use of your Reaction. Level 3: Monster Hunter Subclass: Hunting Guild You gain a Monster Hunter subclass of your choice. The Carver Guild, Devourer Guild, Occultist Guild, and Trapper
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Devourer Guild Gain Power by Consuming Monster Flesh Folk in Etharis don’t always speak highly of Monster Hunters, and many consider them to be just as depraved and inhuman as the evils they
vanquish. Many of the appalling tales about Monster Hunters can be attributed, directly or indirectly, to the Devourer Guild, who are accused of being monstrous cannibals.
The truth is barely any better
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
’ guild. After his work led to the death of his lover, he fled the guild and plans to spend the rest of his life atoning for his past evils. Tarak is initially friendly toward visitors, but if a character
as a symbol associated with the Gilded Gallows, a thieves’ guild that operates in a country far to the southeast called Elturgard. A character with the criminal background automatically succeeds on
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
’ guild. After his work led to the death of his lover, he fled the guild and plans to spend the rest of his life atoning for his past evils. Tarak is initially friendly toward visitors, but if a character
as a symbol associated with the Gilded Gallows, a thieves’ guild that operates in a country far to the southeast called Elturgard. A character with the criminal background automatically succeeds on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
genasi smiths Embric and Avi (see chapter 2, area T3) can acquire one if the characters think to ask them. Animated Construct Any creature of the construct type works as this key, provided the creature
can create a painting that qualifies as this key. It takes 3d6 hours to finish the painting. Pair of Bugbear Ears The Xanathar Guild employs bugbears, and characters can chop the ears off any of them. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
genasi smiths Embric and Avi (see chapter 2, area T3) can acquire one if the characters think to ask them. Animated Construct Any creature of the construct type works as this key, provided the creature
can create a painting that qualifies as this key. It takes 3d6 hours to finish the painting. Pair of Bugbear Ears The Xanathar Guild employs bugbears, and characters can chop the ears off any of them. A
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
for duplicates. Oilcan. The oilcan is an animated Construct named Squirt (see the accompanying stat block). Squirt’s excesses and self-indulgences have left it feeling literally empty inside, and it
the Story Tracker indicates that the unicorn horn is here, it replaces the wooden horn on the kids’ unicorn costume. The children don’t know that the horn is from a real unicorn. Squirt the Oilcan
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
for duplicates. Oilcan. The oilcan is an animated Construct named Squirt (see the accompanying stat block). Squirt’s excesses and self-indulgences have left it feeling literally empty inside, and it
the Story Tracker indicates that the unicorn horn is here, it replaces the wooden horn on the kids’ unicorn costume. The children don’t know that the horn is from a real unicorn. Squirt the Oilcan
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-Towns, Kapanuk was of little use to his captors. If released, Kapanuk tries to acquire some weapons and armor. He also invites the characters to return with him to Wyrmdoom Crag, where his kin will
next to the iron cage turns constantly. West of the wheel is a duergar encased in a cruel-looking exoskeletal construct, his face a mask of pain.
The construct is a duergar hammerer (see appendix C
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
patrol Table I: Outer City Threats d10 Threat 1 2d4 giant rats 2 1 bandit captain and 1d6 bandits demand a “street use” tax 3 1d6 Guild pickpockets (spies) 4 1d4 ghouls picking at corpses left in the
intermediaries to help extricate the needful from destructive conditions. Despite its charity, though, the Church of Last Hope is not universally loved. The Faithless, the Guild-associated gang in Twin Songs
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-Towns, Kapanuk was of little use to his captors. If released, Kapanuk tries to acquire some weapons and armor. He also invites the characters to return with him to Wyrmdoom Crag, where his kin will
next to the iron cage turns constantly. West of the wheel is a duergar encased in a cruel-looking exoskeletal construct, his face a mask of pain.
The construct is a duergar hammerer (see appendix C
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Threats d10 Threat
1 2d4 giant rats
2 1 bandit captain and 1d6 bandits demand a “street use” tax
3 1d6 Guild pickpockets (spies)
4 1d4 ghouls picking at corpses left in the
conditions. Despite its charity, though, the Church of Last Hope is not universally loved. The Faithless, the Guild-associated gang in Twin Songs, see a trove of wealthy city-dwellers and wishy-washy non
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Threats d10 Threat
1 2d4 giant rats
2 1 bandit captain and 1d6 bandits demand a “street use” tax
3 1d6 Guild pickpockets (spies)
4 1d4 ghouls picking at corpses left in the
conditions. Despite its charity, though, the Church of Last Hope is not universally loved. The Faithless, the Guild-associated gang in Twin Songs, see a trove of wealthy city-dwellers and wishy-washy non
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
patrol Table I: Outer City Threats d10 Threat 1 2d4 giant rats 2 1 bandit captain and 1d6 bandits demand a “street use” tax 3 1d6 Guild pickpockets (spies) 4 1d4 ghouls picking at corpses left in the
intermediaries to help extricate the needful from destructive conditions. Despite its charity, though, the Church of Last Hope is not universally loved. The Faithless, the Guild-associated gang in Twin Songs
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
need. (More specifically, they provide loans, mercenaries, and other services.) Another Black Network gang has recently infiltrated the city and tried to take over the Xanathar Guild. They failed
that Renaer has ties to the Harpers and might share information of interest with the characters.) Weeks after his arrest, Davil is released from custody once the Lords of Waterdeep are satisfied that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
need. (More specifically, they provide loans, mercenaries, and other services.) Another Black Network gang has recently infiltrated the city and tried to take over the Xanathar Guild. They failed
that Renaer has ties to the Harpers and might share information of interest with the characters.) Weeks after his arrest, Davil is released from custody once the Lords of Waterdeep are satisfied that
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
conceals a drop box where visitors stash black-market goods, fenced items, and guild tributes. Any character who lifts the plank sees a dusty satchel in the drop box. The satchel contains 25 sp and a
stairs descend 15 feet to area G28. G7: Service Entrance Hanging on the walls of this small, muddy room are several riding cloaks, bits and harnesses, oil lanterns, and coils of rope.
Guild members