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Returning 35 results for 'consult wind reasons'.
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Aberrant Mind
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Tasha’s Cauldron of Everything
manifestations of your might?
As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the
tentacle is now growing on you, but no one else can see it.
2
A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you
Monsters
Curse of Strahd
, sleep
2nd level (3 slots): detect thoughts, gust of wind, mirror image
3rd level (3 slots): animate dead, fireball, nondetection
4th level (3 slots): blight, greater invisibility, polymorph
5th level
against other members of the adventuring party.
The Vampire’s Minions
Whenever Strahd appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult
Wand of Wonder
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in
cast gust of wind.
21-25
You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30
You cast stinking cloud.
31-33
races
Mordenkainen Presents: Monsters of the Multiverse
with bluish-white energy spilling out. An air genasi’s hair might blow in a phantom wind or be made entirely of clouds or vapor.
Genasi
Tracing their ancestry to the genies of the Elemental
your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
races
Mordenkainen Presents: Monsters of the Multiverse
A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqa—mighty beings of air&mdash
your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Hints If players request a hint while attempting to solve a puzzle, consult that puzzle’s “Hint Checks” section. Each hint is associated with a skill and a DC. If a character in the party has
. Additionally, if party members have backgrounds or campaign experiences that might tie into a puzzle, those make great reasons to provide characters with additional hints.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Hints If players request a hint while attempting to solve a puzzle, consult that puzzle’s “Hint Checks” section. Each hint is associated with a skill and a DC. If a character in the party has
. Additionally, if party members have backgrounds or campaign experiences that might tie into a puzzle, those make great reasons to provide characters with additional hints.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
effect as well. Roll a d20 twice and consult the Psychic Wind Effects table to determine the location and mental effects. Psychic Wind Effects d20 Location Effect 1–8 Diverted; add 1d6 hours to
Psychic Wind A psychic wind isn’t a physical wind like that found on the Material Plane, but a storm of thought that batters travelers’ minds rather than their bodies. A psychic wind is made up of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
effect as well. Roll a d20 twice and consult the Psychic Wind Effects table to determine the location and mental effects. Psychic Wind Effects d20 Location Effect 1–8 Diverted; add 1d6 hours to
Psychic Wind A psychic wind isn’t a physical wind like that found on the Material Plane, but a storm of thought that batters travelers’ minds rather than their bodies. A psychic wind is made up of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the countless possibilities, some of the most popular reasons to come here are the following: Consult a sage. Morgrave University might not be the finest institute of learning in Khorvaire, but it’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the countless possibilities, some of the most popular reasons to come here are the following: Consult a sage. Morgrave University might not be the finest institute of learning in Khorvaire, but it’s
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the trade hub from the surface world. The Black Network doesn’t reveal the shortest route for security reasons. Instead, its representatives lead the adventurers to a remote cave in the Surbrin Hills
, about 180 miles east of Gauntlgrym. Black Network sentries (six human veterans) guard the cave, which leads to a series of tunnels. These tunnels descend sharply as they wind their way east for another
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
palace on the Rock of Bral. Hastain is a longtime ally of the Xaryxian Empire, which holds a grudge against Commodore Krux (for reasons described in chapter 7). Hastain’s spies have been watching the
their insolence. Hastain pursues them in an esthetic (see Boo’s Astral Menagerie), which trails the Second Wind at a safe distance. Once it becomes obvious that the party is heading to meet Topolah, a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
palace on the Rock of Bral. Hastain is a longtime ally of the Xaryxian Empire, which holds a grudge against Commodore Krux (for reasons described in chapter 7). Hastain’s spies have been watching the
their insolence. Hastain pursues them in an esthetic (see Boo’s Astral Menagerie), which trails the Second Wind at a safe distance. Once it becomes obvious that the party is heading to meet Topolah, a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the trade hub from the surface world. The Black Network doesn’t reveal the shortest route for security reasons. Instead, its representatives lead the adventurers to a remote cave in the Surbrin Hills
, about 180 miles east of Gauntlgrym. Black Network sentries (six human veterans) guard the cave, which leads to a series of tunnels. These tunnels descend sharply as they wind their way east for another
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sound to erupt from one statue or the other, or both. Roll a d8 and consult the Statue Sound Effects table to determine what occurs. Each statue is a Large object with AC 15, 50 hit points, and
loudly breaks wind. 2 One statue counts down slowly from 10 to 1. 3 Both statues say in unison, “BOOM-badda-BOOM-badda!” 4 One statue says, “Don’t forget to pick up your participation trophy on the way
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
5a. Tower Base Wind moans through the open interior of the ancient tower attached to the manor. Stairs curve from the floor to circle the dark granite walls and vanish into a chamber high above
they don’t affect his statistics. Dranzorg can be permanently destroyed only if he’s slain by Mara or a creature possessed by Mara. Consult “Tyrant’s Escape” at the end of the adventure for details.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
5a. Tower Base Wind moans through the open interior of the ancient tower attached to the manor. Stairs curve from the floor to circle the dark granite walls and vanish into a chamber high above
they don’t affect his statistics. Dranzorg can be permanently destroyed only if he’s slain by Mara or a creature possessed by Mara. Consult “Tyrant’s Escape” at the end of the adventure for details.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sound to erupt from one statue or the other, or both. Roll a d8 and consult the Statue Sound Effects table to determine what occurs. Each statue is a Large object with AC 15, 50 hit points, and
loudly breaks wind. 2 One statue counts down slowly from 10 to 1. 3 Both statues say in unison, “BOOM-badda-BOOM-badda!” 4 One statue says, “Don’t forget to pick up your participation trophy on the way
Compendium
- Sources->Dungeons & Dragons->Divine Contention
a tale from another traveler with them. Roll 1d6 and consult the Leilon Tales table to determine which tale Alion knows or pick a tale the characters haven’t heard yet. Leilon Tales d6 Tale
!”
5 “Fisher folk have reported seeing strange fogbanks at sea that move against the wind. Those who dared sail closer say they heard the sound of drumming from somewhere deep within.”
6
Compendium
- Sources->Dungeons & Dragons->Divine Contention
a tale from another traveler with them. Roll 1d6 and consult the Leilon Tales table to determine which tale Alion knows or pick a tale the characters haven’t heard yet. Leilon Tales d6 Tale
!”
5 “Fisher folk have reported seeing strange fogbanks at sea that move against the wind. Those who dared sail closer say they heard the sound of drumming from somewhere deep within.”
6
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
throw caution to the wind, the density of the undergrowth makes it tricky to move faster than 200 feet per minute. If the characters stop to search for treasure, each building takes 30 minutes to clear
. Whenever the party searches a ruined building, roll percentile dice and consult the Ruin Interior table to see what, if anything, the building contains. Ruin Interior d100 Ruin Contents 01–40
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
throw caution to the wind, the density of the undergrowth makes it tricky to move faster than 200 feet per minute. If the characters stop to search for treasure, each building takes 30 minutes to clear
. Whenever the party searches a ruined building, roll percentile dice and consult the Ruin Interior table to see what, if anything, the building contains. Ruin Interior d100 Ruin Contents 01–40
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
drawbridge spans the chasm, its chains creaking in the wind. Stone gargoyles stare down at you from the high walls, and a pale light spills into the courtyard from the open castle doors beyond.
Phillip (as
interaction, exploration, and combat. Rules Glossary
If you read a rules term in this book and want to know its definition, consult the rules glossary, which is appendix C. This chapter provides an
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
drawbridge spans the chasm, its chains creaking in the wind. Stone gargoyles stare down at you from the high walls, and a pale light spills into the courtyard from the open castle doors beyond.
Phillip (as
interaction, exploration, and combat. Rules Glossary
If you read a rules term in this book and want to know its definition, consult the rules glossary, which is appendix C. This chapter provides an
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, Tavick’s Landing offers a host of opportunities to enjoy food and entertainment from distant lands. Or you might find yourself here for one of a few specific reasons, such as: Take a chance. The
you can participate in the Sacrament of the Blood or consult with a priest. It’s also the best place to find a skilled necromancer, or to hear rumors about the latest schemes of the Order of the Emerald Claw.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, Tavick’s Landing offers a host of opportunities to enjoy food and entertainment from distant lands. Or you might find yourself here for one of a few specific reasons, such as: Take a chance. The
you can participate in the Sacrament of the Blood or consult with a priest. It’s also the best place to find a skilled necromancer, or to hear rumors about the latest schemes of the Order of the Emerald Claw.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Howling Caves Locations N1. Entrance A subterranean wind blows north, up the tunnel, carrying distant screams from the south.
The north end of the tunnel forms the bottom of a widening shaft that
blunt rocks and cave floor. The walls are rough and can be climbed with a successful DC 10 Strength (Athletics) check. The chasm fills with wind, thunder, or lightning at random times. If one or more
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Howling Caves Locations N1. Entrance A subterranean wind blows north, up the tunnel, carrying distant screams from the south.
The north end of the tunnel forms the bottom of a widening shaft that
blunt rocks and cave floor. The walls are rough and can be climbed with a successful DC 10 Strength (Athletics) check. The chasm fills with wind, thunder, or lightning at random times. If one or more
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
wind, a flash of fire and smoke, or a burst of water and foam. Rule or Be Ruled. Mortal servants validate a genie’s power and high self-opinion. A hundred flattering voices are music to a genie’s ears
when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
run their businesses here. When the warlords and pirates of early Waters Deep gained enough gold, they built fortresses on what used to be fields of grass tousled by sea wind. You can still see the
figures important to the city’s history. I hesitate to mention a last location in the Sea Ward, and I will not reveal where to find it, for reasons that will soon become apparent. There is a house in
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
wind, a flash of fire and smoke, or a burst of water and foam. Rule or Be Ruled. Mortal servants validate a genie’s power and high self-opinion. A hundred flattering voices are music to a genie’s ears
when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
to its favored deity, perhaps a set of wind chimes consecrated to Akadi hung from the high branches of a tree in the garden, or a wooden symbol shaped like the hand of Azuth in miniature displayed on a
, but they aren’t taken into custody or punished as long as they obey the laws of the city. Some places take this form of persecution a step further, for a variety of reasons. A tyrant might outlaw
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
run their businesses here. When the warlords and pirates of early Waters Deep gained enough gold, they built fortresses on what used to be fields of grass tousled by sea wind. You can still see the
figures important to the city’s history. I hesitate to mention a last location in the Sea Ward, and I will not reveal where to find it, for reasons that will soon become apparent. There is a house in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and evil. Even adventure villains are more often driven by human motives than by cosmic concepts of good and evil. People sometimes do evil things for good reasons. Exercise some caution when
you can add to the villains in this chapter, giving them more or less good reasons to perform their evil deeds. Morally Ambiguous Villains d4 Villain 1 The villain is targeting people with