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Returning 31 results for 'consulting reminding gain to have resolving'.
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consuming remaining gain to have removing
consulting remaining gain to have removing
consuming reminding gain to have resolving
consuming remaining gain to have rerolling
consisting reminding gain to have resolving
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
features in the Player’s Handbook, you don’t gain the feature here automatically. Consulting with your DM, you decide whether to gain the feature in this section if you meet the level requirement noted in the feature’s description.
Optional Class Feature You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers an additional feature that you can gain as a rogue. Unlike the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement
Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a paladin. Unlike
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement
Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a fighter. Unlike
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement
Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a barbarian. Unlike
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement
Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a sorcerer. Unlike
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted
Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a monk. Unlike the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement
Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a wizard. Unlike the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement
Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a warlock. Unlike
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted
Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a druid. Unlike the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted
Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a bard. Unlike the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement
Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a ranger. Unlike the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
features in the Player’s Handbook, you don’t gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement
Optional Class Features You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a cleric. Unlike the
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Narrative Combat Instead of resolving the battle with miniatures, you’ll guide your players through a series of tough dilemmas, each leading to a different battlefield encounter. Their actions on the
surprise their enemies in the next combat. The players gain advantage on any ability checks related to their current task. Each character gains inspiration. If the players fail this objective, their allies
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
-off! We’ll crush you in song before we crush you on the field!”
If the characters participate in the sing-off, they’ll gain an edge during the Battle of Strixhaven; see the “Determining the Winner
sing-off and humble their opponents. If the characters win, they each gain advantage on one ability check of their choice made during the Mage Tower game at the upcoming Battle of Strixhaven. The Crowd
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
clerks reminding you of expense accounts and budgets. Other times, they are fellow heavies and knee breakers who died in the line of duty, sarcastically calling out your mistakes in a misguided effort
you still can’t invoke the power of a totem creature when you need it. Rather than calling upon the bear, eagle, or wolf as your totem, you might gain the same features by calling upon more urban
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
The Enhanced Sphinx Plenty of additional options can be used during the process of resolving the sphinx’s riddle, including working with the idea that because the enhanced sphinx gains much new
party to gain favor by returning the sphinx’s toll to some of those who have paid it. If Mary is with the party, she might seek to keep all the mechanical Ioun stones for herself — and might stop at nothing to get them back if the other characters seize them.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
(rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table. If you have more than one spellcasting class, this table might
you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
body. Additionally, you gain the traits that follow. Symbiotic Nature d6 Symbiote
1 Tiny humanoid facial features protruding from your torso, palm, or the back of your head
2 An alien
, Intimidation, Insight, Investigation, Nature, Religion, Perception, or Persuasion. You gain proficiency in that skill if you don’t already have it, representing the symbiote’s counsel and guidance. If you
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
when viewed indirectly. When you finish a long rest, you can spend 10 minutes consulting the cards for an omen of the coming day. Roll a d20 and record the number rolled. Once in the next 8 hours
Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting focus, and you gain a bonus to spell attack rolls and to your spell save DC. The bonus is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table
gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
traps become more dangerous over time, as they accumulate power or gain speed. Complex traps are also more difficult to disable than simple ones. A single check is not enough. Instead, a series of
of its initiative counts, after all creatures with that same initiative count have acted, the trap’s features activate. Apply the effects detailed in the trap’s description. After resolving the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
before it touches the ground, doing so with a successful DC 10 Dexterity check. Any creature that catches a seed before it touches the ground receives a gift, determined by rolling a d8 and consulting
the Welcome Gifts table. A creature that receives one of these gifts can’t gain another one for 24 hours. Dandelion Seeds. A character can make a wish while blowing their dandelion’s seeds into the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the Rogue Stole Your Coins, We Have a Job to Do. You help advance the franchise by calling for votes, making sure you’re always on the side with the most votes, and resolving disputes within the
and Starting Equipment As a rank 1 decisionist, you gain proficiency with a musical instrument (horn). Head office also grants you the use of a musical instrument (your choice of horn), a voting kit
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
source of the gift cannot be confirmed without consulting a higher power, but the mark can be removed with a lesser restoration spell or similar magic. These gifts otherwise follow the rules for
nonmagical attacks, but you gain vulnerability to bludgeoning damage. These effects last for 10 days, after which the charm vanishes from you. Gold Key. The recipient gains a charm of treasure sense. While
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
behir’s legs, and freed himself from its clutches. The creature’s shrieks became the lightning of the storm, and its broken femur became the symbol of Bahgtru’s followers, reminding them that anything can
when contact with spirits occurs. The White Hands. Shamans who heed the telepathic whispers of Yurtrus walk the perilous line between the living and the dead, and gain uncanny powers from doing so
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the benefit of a special charm (see “Supernatural Gifts” in the Dungeon Master’s Guide). Determine the charm randomly by rolling a d20 and consulting the Purple Pear Charms table. This charm must
vanish from a creature before it can gain any more charms by eating purple pears. A creature that eats three or more purple pears within 1 hour is poisoned for 24 hours thereafter and suffers painful
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the bench can, after 1 minute of meditation, gain one clue from the Ythryn Lore table by making a successful DC 15 Wisdom (Insight) check. If the check fails by 5 or more, the creature’s wayward
thoughts awaken the thing in the well. A creature can gain only one insight from the well per day, and only while the monster is alive. Y13. Bazaar of the Bizarre A large market hall sits at one end of this
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
dark haze; anyone who touches the altar takes 17 (5d6) necrotic damage and must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion. Shadows fill the corners of the room; a light
characters take dramatic action to gain their attention. Kilea Ondren, the ghost of the tiefling woman who led the Gloved Hand, explains the group’s predicament. (Her subordinates blame each other for
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
adversary. He invites the characters to explore the manor if they desire, reminding them that he still owns the place. He also tries to get the best of the characters, offering money, land, goods, or
wild-card candidate. A stranger wandering into Phandalin is unlikely to gain the trust of enough citizens to win the race, and the need to stick around town and run things will eventually get in the way
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
material components:
1/day: entangle, phantasmal force
2/day: disguise self, invisibility (self only)
Reckless. At the start of its turn, the barlgura can gain advantage on all melee weapon
demon uses its insubstantial claws to feast on its victim’s fears, to taste its memories, and drink in its doubts. Bright light harries this fiend and shows its distinct shape, resolving it from a blur of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to Monsters.) Two Dry Cloaks is a wild card, placed in the adventure to help the characters gain information. She can share details about the vaults in general, where vault records are stored, and the
situation so they can reach the caravan departure phase in one piece. The characters could try to save the marriage, perhaps resolving the crime by pinning it on one person (or convincing Rala to take the