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Returning 35 results for 'contact religion give to have release'.
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Magic Items
Dungeon Master’s Guide
breathe, eat, or drink.
You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those
commands even if it doesn’t know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it
Classes
Player’s Handbook
, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather
+3
Ability Score Improvement
6
3
9
2
4
9
+4
Contact Patron
7
3
10
2
5
10
+4
Subclass feature
7
4
10
2
5
11
+4
Mystic Arcanum (level 6 spell)
7
4
11
3
5
Magic Items
Strixhaven: A Curriculum of Chaos
(History) or Intelligence (Religion) check while holding the primer, you can expend 1 charge to give yourself 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the
Magic Items
Acquisitions Incorporated
more potent, making it a rare magic item. When you give out a business card stored in your portfolio keeper, you can choose to have the card allow its recipient to contact you through your sending
At rank 2, you gain the use of a weathered leather pouch that is an uncommon magic item. The portfolio keeper holds and organizes notes, brochures, and business cards bearing your contact information
Monsters
Acquisitions Incorporated
can then be retracted automatically at the end of the attacking creature’s turn.
I’m going to give you a piece of advice. Don’t trust Acquisitions Incorporated. And never, ever, ever
trust Omin Dran. Wait, that’s two pieces of advice. You owe me.
Sometimes a goblin can’t catch a break. First, you fall in with a cult that works for the release of a death god. Then
Backgrounds
Spelljammer: Adventures in Space
have camped on the petrified hulks of dead gods and narrowly escaped the psychic winds that sweep across the Astral Sea while also avoiding prolonged contact with the plane’s most dangerous
denizens.
Skill Proficiencies: Insight, Religion
Languages: Two of your choice (Celestial or Gith recommended)
Equipment: A set of traveler’s clothes, a diary, an ink pen, a bottle of ink, and a
Backgrounds
Strixhaven: A Curriculum of Chaos
broad field of history. You might dream of using magic to contact great historical figures or your own ancestors or of recreating the mighty magic of a distant age.
Skill Proficiencies
: History, Religion
Languages: Two of your choice
Equipment: A bottle of black ink, an ink pen, a hammer, a hooded lantern, a tinderbox, a tome of history, a school uniform, and a pouch containing 15 gp
Backgrounds
Guildmasters’ Guide to Ravnica
.
3
When I give an order, I expect it to be obeyed.
4
I just want things the way I like them: neat, orderly, and clean.
5
No wrongdoing can escape my watchful gaze.
6
I always say
the entire city, your place in the Azorius can easily bring you into contact with members of other guilds, for good or ill.
Roll twice on the Azorius Contacts table (for an ally and a rival) and
Backgrounds
Guildmasters’ Guide to Ravnica
.
2
I like to remind people of their inevitable demise.
3
Sometimes I give voice to the whispers of the rot, which I hear but no one else does.
4
I do my best to discourage anyone from
meaningful connections with others.
Roll twice on the Golgari Contacts table (for an ally and a rival) and once on the Non-Golgari Contacts table.
Golgari Contacts
d8
Contact
1
One
Backgrounds
Guildmasters’ Guide to Ravnica
finally know peace. (Any)
Bonds
d6
Bond
1
I would give my life in the defense of the small enclave where I first encountered Mat’Selesnya.
2
I love beasts and
conclave has a deeper connection to the Worldsoul than I do.
6
I’m trying to atone for the life of crime I led before I joined the Selesnya, but I find it hard to give up my bad habits
Backgrounds
Guildmasters’ Guide to Ravnica
.
Skill Proficiencies: Intimidation, Religion
Languages: Two of your choice
Equipment: An Orzhov insignia, a foot-long chain made of ten gold coins, vestments, a set of fine clothes, and
.
Orzhov Contacts
d8
Contact
1
The spirit of an ancestor has taken an interest in me.
2
An older cousin has the ear of a powerful oligarch.
3
I know a knight who is
Backgrounds
Guildmasters’ Guide to Ravnica
something horrible that I can’t remember because of the guild’s mind magic.
6
I put too much trust in the people who give me orders.
Contacts
As an agent of House Dimir working
Contacts table, giving you an ally who serves as your contact in Dimir. Then roll twice on the table for your secondary guild. The first roll gives you an ally there, and the second roll gives you a rival
Backgrounds
Guildmasters’ Guide to Ravnica
I am determined that one day I will lead my clan — or a new one.
2
I would give my life for my clan chieftain.
3
The chieftain of another clan has a grudge against me.
4
I am
Contacts table.
Gruul Contacts
d8
Contact
1
One of my parents is a renowned warrior in my clan.
2
My sibling has the ear of the clan chief.
3
I have cousins in a
Backgrounds
Guildmasters’ Guide to Ravnica
exciting it all is!
3
It’s not magic — or anything, really — if you do it only halfway. Whatever I do, I give it all I’ve got.
4
I do what my gut tells me.
5
.
Izzet Contacts
d8
Contact
1
An older relative is a member of the guild’s board of directors.
2
I know a sprite who carries important messages among the guild’s
Monsters
Fizban's Treasury of Dragons
great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.
As a rule, moonstone dragons are
of an arcanaloth seeking a powerful Feywild artifact.
5
An adult moonstone dragon attempts to help a beholder worried that its dreams will soon give birth to a rival beholder.
6
Members of
Monsters
Fizban's Treasury of Dragons
artists and poets, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.
As a rule
. Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature
backgrounds
ranged from the mundane to the inscrutable. Your contact assured you that even if the tasks made no sense, you were serving the greater good of your home, and of all Etharis.
Your tasks led you to new
locations. You secretly met with other members of the organization, and you looked to the stars to give you signs and portents about the future. You may still be performing these tasks, or years may
Iron Flask
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
age.
You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that
duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
, smelting, forging, and religion. If the tribe has any spellcasters, this caste includes them. Lashers follow the lead of the tribe’s boss, and enforce their will on other goblins with whips
castes that give goblins their reputation for cowardice.
Pariahs. Some goblin families are the lowest of the low, composed of the most dimwitted, least educated, and weakest goblins. They get the worst
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
comedic preparations sometimes give rescuers time to locate and free the captives before the kobolds settle down for the main course.
Hatred
Because the gnome god Garl Glittergold trapped the kobold
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Divination 4th-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which
the spell consumes) Duration: Instantaneous Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Divination 4th-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which
the spell consumes) Duration: Instantaneous Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Using a Magic Item A magic item’s description explains how the item works. Handling a magic item is enough to give a character a sense that something is extraordinary about the item. To learn more, a
character can concentrate on the item during a short rest, while being in physical contact with the item. At the end of the rest, the character learns the item’s properties. Potions are an exception; a little taste is enough to tell the taster what the potion does.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
you arrived here. In your travels, you have camped on the petrified hulks of dead gods and narrowly escaped the psychic winds that sweep across the Astral Sea while also avoiding prolonged contact with
the plane’s most dangerous denizens. Skill Proficiencies: Insight, Religion Languages: Two of your choice (Celestial or Gith recommended) Equipment: A set of traveler’s clothes, a diary, an ink pen
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Using a Magic Item A magic item’s description explains how the item works. Handling a magic item is enough to give a character a sense that something is extraordinary about the item. The identify
spell is the fastest way to reveal an item’s properties. Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. At the end of the rest
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
back from your adventures and give to the university. Documentation. Each member of your group has identification papers that include your affiliation with the university, which carries some clout in
) to a colleague, contact, or research assistant. You’re responsible for covering all expenses occurred as part of this research, and the DM determines the success, failure, or other possible results
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Sea Caves Tarak is eager to reestablish contact with the myconids of the sea caves. He asks the characters to visit the caves, find out what’s wrong with the myconids, and bring him back some heart
a foul-smelling sack of food scraps they can give the myconids as a gesture of friendship. Finally, he gives them two potions of healing (described in appendix A).
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sgothgah’s traitorous turn to religion, these creatures have used magic to track both Sgothgah and the juvenile kraken to their hiding place, and they are on a mission to destroy Sgothgah and release the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Following a religion is a way to give your character a deeper connection to the world and a bond to other members of the community. The Foundation of Faith table can provide ideas for the source of your
Chapter 2: Faiths of Khorvaire Religion plays an important role in Eberron. The gods don’t manifest physically, but people of faith believe that divine forces shape everyday life. Shared beliefs
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
fight, but the characters might have a trick up their collective sleeves. Holy Runes Any character trained in Arcana, History, or Religion recognizes that the runes etched into the stonework of each
bridge can be activated to produce a radiant energy harmful to fiends and undead. A character touching the bridge who succeeds on a DC 15 Intelligence (Religion) check as an action can speak the proper
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the impending nuptials. That behavior alone is alarming enough. However, under the demon queen’s influence, the myconids and other fungi release clouds of spores as they move through the tunnels of
the Underdark. Strange perfumes and scents fill the air. The marching myconids sow chaos as they move through the Underdark, passing around the Darklake. Other intelligent Underdark creatures give the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
adventuring careers. A name and a few choice details are all you need for casual contacts, but take the time to flesh out a recurring contact, especially one who might become an ally or enemy at some
point. At the very least, give some thought to a contact’s goals and how those goals are likely to come into play.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
proficiency in the Religion skill, if the character doesn’t already have it. Religious Order Contact Your established order enjoys a robust following. It might be a cloister of priestly scholars who use
stave off otherworldly invasions, to protect the powerless from oppression, or to spread the teachings of your religion in a hostile land. Or perhaps you serve a corrupt hierarchy by making its
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
their way. These sorrowsworn appear as desperate and panicked things. The Lost try to embrace any creatures they can reach, attempting to find solace in the contact. Aside from the horror of being
embraced by such a thing, the victim experiences a flood of fear and panic as its mind buckles under the fury of this assault. The harder the victims’ allies fight for release, the worse the experience
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
described in area 5a. If the party doesn’t release him, he breaks free himself after an hour. Dranzorg torments the party and rampages through the house, calling for Mara to face him. Once freed, he
the investigators suggests reaching out to her spirit for help. Whether characters use the spirit board or another method to contact Mara, her furious spirit appears and demands the characters aid her