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Returning 33 results for 'continue reciting guilds to have required'.
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Soulknife
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Tasha’s Cauldron of Everything
; guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.
Amid
gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.
As a Soulknife, your psionic abilities might have haunted you since you were a child, only
Backgrounds
Guildmasters’ Guide to Ravnica
.
Ideals
d6
Ideal
1
Guild. My guild is all that really matters. (Any)
2
Stoicism. All of us are part of the cyclical march of nature, which will continue with
affairs of other guilds is a great way to get squashed like a bug. (Neutral)
Bonds
d6
Bond
1
I cherish the finger of a family member who was petrified by a
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
can transform an individual into a more powerful type. The cost and time required to perform the ritual is prohibitive, and as a result most yuan-ti never get the opportunity to undergo such a
Trait
1
I see omens in every event and action. The serpent gods continue to advise us.
2
I have very high standards for food, drink, and physical pleasures.
3
I prefer to be alone
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Guild Membership Any characters with the guild artisan background are assumed to have free membership in one Waterdeep guild of their choice. Arcane spellcasters living in the city are required by
law to register with the Watchful Order of Magists and Protectors, so that they can be called on to defend the city with their magic in times of need. Waterdeep’s most prominent guilds appear on the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
for thousands of years, or establish guilds or orders that keep the adventurers’ principles and dreams alive. Reaching this point doesn’t necessarily dictate the end of the campaign. These powerful
characters might be called on to undertake grand adventures on the cosmic stage. And as a result of these adventures, their capabilities can continue to evolve. Characters gain no more levels at this
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Karrnath. High King Shaeras Vadallia has promised to rein in his warriors, but many believe that the elves will continue their provocation. Their main interest is conflict with a worthy foe—and they
might want Darguun or Karrnath to declare war. Because of this, the nation remains on a war footing. Villages find it challenging to produce the supplies required to maintain the elf army. Still, the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
of the Orzhov Syndicate. They have been dead for centuries, but they refuse to let go of the fortunes they amassed in life. Addicted to power and prestige, these patriarchs continue to dominate the
Karlov (a mage with access to Orzhov guild spells) formerly held the title of grand envoy, serving as the representative of the Orzhov when interaction with the leadership of other guilds was necessary
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Stonecutters, Masons, Potters, and Tile-makers This meeting is a formality. As the new owner, Esvele is required by law to bring the building up to code. She is gathering cost estimates from the guilds
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
that could be opened only by the sapphire’s power. Too weak to continue the fight, Zikzokrishka limped away to heal her wounds. But as she left, she incanted a powerful Netherese curse: when the
seal him in the vault and protect the Nether Scroll. Since opening the vault required either the sapphire shard in his right palm or the golem’s sapphire heart (which he assumed was destroyed along
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
to assist with performing the required summoning ritual, gathered the five dragon masks central to the ritual (see “Dragon Masks”), and persuaded or cajoled many of the oldest and strongest evil
plans continue to move ahead as the Thayan exile Rath Modar and his Red Wizards bring expertise in summoning magic to the cult, preparing a tremendous blood sacrifice to empower the ritual. The alliance
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
to assist with performing the required summoning ritual, gathered the five dragon masks central to the ritual (see “Dragon Masks”), and persuaded or cajoled many of the oldest and strongest evil
plans continue to move ahead as the Thayan exile Rath Modar and his Red Wizards bring expertise in summoning magic to the cult, preparing a tremendous blood sacrifice to empower the ritual. The alliance
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
to assist with performing the required summoning ritual, gathered the five dragon masks central to the ritual (see “Dragon Masks”), and persuaded or cajoled many of the oldest and strongest evil
plans continue to move ahead as the Thayan exile Rath Modar and his Red Wizards bring expertise in summoning magic to the cult, preparing a tremendous blood sacrifice to empower the ritual. The alliance
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the chapel is strewn with debris, and you hear a soft voice from within reciting a prayer. Suddenly, the prayer is blotted out by an inhuman scream that rises up from beneath the wooden floor.
The
. The trapdoor is swollen and stuck in its frame, so that a successful DC 12 Strength check is required to pull it open. Below it is a wooden staircase that descends 15 feet into the undercroft (area E5g
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
serve the guild’s interests well, it promises to take care of you. Guilds hate to waste valuable assets, after all—that’s just bad business. Types of Guild The guild structure covers a swath of business
might also organize into guilds. Merchant barons who effectively rule a city or nation through iron-clad control of the economy or a network of innkeepers who share news and supply routes could both
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
trying to remove its eye gems, which are purely decorative and worthless), who damages the bridge, or who passes the shrine without making the proper obeisance to Ubtao. The required homage involves
that it has advantage on Strength (Athletics) checks to resist being pushed. It doesn’t pursue enemies off the bridge unless they continue using ranged attacks or spells against it after retreating. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
stronghold (including materials and labor) and the amount of time it takes, provided that the character is using downtime to oversee construction. Work can continue while the character is away, but each
particular spell required. You can decide that certain items also require special materials or locations to be created. For example, a character might need alchemist’s supplies to brew a particular
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
“Vanishing Demiplane” below). Continue with the Initiative order. Grabbing the Horn. Uni’s horn lands at the feet of a random character. A character can pick up the dropped horn easily (no action required
continue searching for Nosey. Treasure. Each bullywug wears paste jewelry worth 10 GP. C3: Bullywug Ambush In the walls of this misty chamber, paths strike off in four directions. Within the chamber, four
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
repeats the save, ending the effect on itself on a success. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to
is Necrotic or Radiant; you choose the type each time you deal the damage. Level 3: Warrior of the Gods A divine entity helps ensure you can continue the fight. You have a pool of four d12s that you
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
following effects in and around the gate-town: Crafty Town. The time and cost required to craft nonmagical objects, such as adventuring equipment, are halved in Tradegate. Resilient Production. Damaged
-abundant wealth. However, the xorn’s greed proved insatiable, and the Elementals continue to sack the town for all it’s worth. Adventures in Tradegate The Tradegate Adventures table offers
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
or half-orc character makes this check with advantage. Once Krell is safe he slips away to continue his foul worship. Treasure. All the cultists’ ceremonial objects and treasure are stored in a
moldy trapdoor in this area leads down into the cargo hold. It can be easily spotted (no check required). A bar has been inserted through a set of rusted brackets to keep it shut. The cultists used
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
hillside to the west of the Stone Tooth. 30. Old Storeroom The northern door in area 28 has swollen shut from dampness. A successful DC 10 Strength check is required to force it open. Durgeddin’s folk
sneak up on. If a character manages to approach without alerting it, continue:
A strand extends from the stalagmite, with the thrashing cave fish in its grasp. It pulls the fish toward the rock
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
beyond the gate, with four pillars equally spaced north to south.
If they pass through the gate, continue with: To your right, along the east wall runs a shallow trough cut into the stone floor. This
remembers that concealing the door required great skill. He describes where the room is and how to access it. Healing Elmo. Elmo’s body and spirit have suffered terribly. Spells, potions, and medicine ease
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the trap, or failing to disarm it
poison needle. Noticing the trap requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
necessities to continue operations for six months. R14: Privy This room contains a dozen wooden waste buckets. Once per day, usually in the morning, manacled prisoners carry the buckets outside the prison
room filled with wooden bunk beds. There are arrow slits in the north, west, and south walls. Footlockers and armor racks accompany each bed. The spiral stairs continue up past the door.
Characters
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
directed to the Hearth if they want to continue their revels. The House of Rest can hold up to fifty guests comfortably. If more space is needed, extradimensional spaces are created using Mordenkainen’s
call this device a geometric amplifier. It is the source of the magic required to maintain the integrity of the enlarged space. The bar seats up to twenty customers, and patrons can also be seated
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
necessities to continue operations for six months. R14: Privy This room contains a dozen wooden waste buckets. Once per day, usually in the morning, manacled prisoners carry the buckets outside the prison
room filled with wooden bunk beds. There are arrow slits in the north, west, and south walls. Footlockers and armor racks accompany each bed. The spiral stairs continue up past the door.
Characters
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the trap requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the trap, or failing to
thieves’ tools. The chest is also trapped with poisonous gas. Noticing the trap requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. The orcs in area 4 continue to fire at characters in areas 1 and 2. One orc from area 4 moves through the secret door leading to area 3, intending to close and bar the double doors leading to area 2
other archers continue to fire at exposed characters. The orcs in the eastern half of area 3 cut the rope bridge and prepare to defend the doors that lead to area 5.
Round 8. The orcs in area 14 arrive
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
reciting the rhyme, “Neither gleaming sword nor magic tome can soothe the soul like hearth and home.” This rhyme is known to Zorhanna, Eliphas, the winter wolves, and Paliset Hall’s staff. The fey
. A creature can’t simply teleport from the shard solitaire’s extradimensional space. A plane shift spell or similar magic is required. If Zorhanna obtains her spellbook, she can use it to prepare the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
(Athletics) check. If the characters fasten ropes to the boulder, the centaurs offer to help haul it down for them (no check required). Freeing the boulder clears a path through the rubble. Climbing Out
of the pentacle imprisoning them, they gain the effects of a Levitate spell for 1 minute, with no concentration required. Escaping the Hall. To escape the hall, the characters must overcome their
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
iron bands, lined with lead to prevent scrying, is air- and watertight, and features layers of locks that make opening a vault without its keys nearly impossible. Two keys are required to open a vault
“Orrery Vault” below for more information. Picking the Locks. Three consecutive successful DC 20 Dexterity checks using thieves’ tools are required to open an outer vault door. Failing any check
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
ability check is required to scramble in or out of it. Characters in the channel can follow it from this room to the north or to the east, though the ceiling is only 5 feet high after the channel exits
.
The stream flowing from area W10 to area W18 used to continue through this low passage, eventually emptying into area W16. The dwarves diverted the stream into the channel leading to area W12 to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
overseeing the city watch and the conduct of commerce in the city The Master of Guilds, Boldor Steelshield (N male shield dwarf noble), representing the merchants of Everlund, who is prone to hyperbole and
antagonize them, the giants hurl rocks at them. If the characters flee, the giants don’t pursue, opting instead to continue their work. The giants carry no treasure. Great Worm Cavern The spirit mound of