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Returning 35 results for 'converse willing rooting'.
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Spells
Player’s Handbook
You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is
Incapacitated and has a Speed of 0.
If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration
Dream
Legacy
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Spells
Basic Rules (2014)
, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't
take actions or move.
If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0. If the target is asleep
, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration. The messenger can also shape the dream’s environment
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0. If the target is asleep
, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration. The messenger can also shape the dream’s environment
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0. If the target is asleep
, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration. The messenger can also shape the dream’s environment
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0. If the target is asleep
, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the spell’s duration. The messenger can also shape the dream’s environment
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions
or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions
or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions
or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions
or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
undead, for example—the dwarf surrenders. In this case, Eleith becomes willing to share information about the cult in exchange for information about living deities and the state of the cosmos. See “Xia’s
destroy the Ogre Zombies. If the characters oblige, Melindra becomes Friendly toward them. If they refuse to help, she remains Indifferent. If the characters converse with Melindra while she is
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
to warn them of intruders. If the characters attack, the myconids defend themselves. To convince a hostile myconid to converse or to allow the characters to do anything other than leave the caves, a
the offering he sent the myconids grants advantage on this check. An indifferent myconid is willing to explain what is going on in Seagrow Caves. The sprouts know only that their leader, Sinensa, has
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
to warn them of intruders. If the characters attack, the myconids defend themselves. To convince a hostile myconid to converse or to allow the characters to do anything other than leave the caves, a
the offering he sent the myconids grants advantage on this check. An indifferent myconid is willing to explain what is going on in Seagrow Caves. The sprouts know only that their leader, Sinensa, has
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
undead, for example—the dwarf surrenders. In this case, Eleith becomes willing to share information about the cult in exchange for information about living deities and the state of the cosmos. See “Xia’s
destroy the Ogre Zombies. If the characters oblige, Melindra becomes Friendly toward them. If they refuse to help, she remains Indifferent. If the characters converse with Melindra while she is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
willing to exercise his considerable power on that agent’s behalf. The King’s Citadel. The Citadel has three branches besides the Dark Lanterns. The King’s Swords are elite special combat forces. The
, possibly including Oargev himself, call for the establishment of an independent nation in what is now Brelish territory, but Boranel is determined to hold on to every acre of his land. The Dark Lanterns actively infiltrate the Cyran refugee community, rooting out those who would act against the king.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
willing to exercise his considerable power on that agent’s behalf. The King’s Citadel. The Citadel has three branches besides the Dark Lanterns. The King’s Swords are elite special combat forces. The
, possibly including Oargev himself, call for the establishment of an independent nation in what is now Brelish territory, but Boranel is determined to hold on to every acre of his land. The Dark Lanterns actively infiltrate the Cyran refugee community, rooting out those who would act against the king.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
a shapeshifting succubus, who turned many monks into willing servitors. When her machinations were at last revealed and the battle for Helm’s Hold began, other otherworldly forces came to the fore
good people by rooting out hidden evils and severing connections with other planes. According to their members, it’s not enough to fight threats that arise. Many lives can be saved if the signs of evil
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
a shapeshifting succubus, who turned many monks into willing servitors. When her machinations were at last revealed and the battle for Helm’s Hold began, other otherworldly forces came to the fore
good people by rooting out hidden evils and severing connections with other planes. According to their members, it’s not enough to fight threats that arise. Many lives can be saved if the signs of evil
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Faunel where sapient animals overcome their instincts and live communally. If the characters converse with her, she shares the following information: She’s saddened to hear about Oka’s death but
be interested in the figurine of wondrous power (serpentine owl) Ophelia offered the characters. He’s also willing to accept a gift at a later date, at which point he sends agents to see if the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Faunel where sapient animals overcome their instincts and live communally. If the characters converse with her, she shares the following information: She’s saddened to hear about Oka’s death but
be interested in the figurine of wondrous power (serpentine owl) Ophelia offered the characters. He’s also willing to accept a gift at a later date, at which point he sends agents to see if the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
willing to converse with them and explain the following: Izel awoke several months ago and can tell that the other tlexolotls dwelling in volcanoes across the region are still asleep. Izel treats these
1 hit point and no will to fight. Upon seeing the characters, it throws up its hands and says in Ignan, “I give up.” In return for being left alone, Xind is willing to tell the characters about
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
willing to converse with them and explain the following: Izel awoke several months ago and can tell that the other tlexolotls dwelling in volcanoes across the region are still asleep. Izel treats these
1 hit point and no will to fight. Upon seeing the characters, it throws up its hands and says in Ignan, “I give up.” In return for being left alone, Xind is willing to tell the characters about
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
characters comply, the pechs become curious and willing to chat. Otherwise, they resume their work, defending themselves if necessary. In conversation, the pechs warn the characters about the clay golem in
pechs might be willing to help fight the clay golem or use their Communal Spellcasting action to restore petrified characters. Carvings. The carvings on the walls depict cave-dwelling creatures, such
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
characters comply, the pechs become curious and willing to chat. Otherwise, they resume their work, defending themselves if necessary. In conversation, the pechs warn the characters about the clay golem in
pechs might be willing to help fight the clay golem or use their Communal Spellcasting action to restore petrified characters. Carvings. The carvings on the walls depict cave-dwelling creatures, such
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Under such pressure, the verbeeg is willing to let intruders leave the lair without further incident, provided the animals in the pen are not harmed or taken. One crate is packed with straw, which the
keep the ogre from tripping over them and to discourage the cave bear from rooting through them. Lowering a basket by using its mechanism requires an action. The baskets contain sheep shears, milk
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Under such pressure, the verbeeg is willing to let intruders leave the lair without further incident, provided the animals in the pen are not harmed or taken. One crate is packed with straw, which the
keep the ogre from tripping over them and to discourage the cave bear from rooting through them. Lowering a basket by using its mechanism requires an action. The baskets contain sheep shears, milk
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Ghared shouts the initial warning and speaks for the group; she’s suspicious, greedy, and arrogant, but not stupid. She is willing to give information to the party if a character succeeds on a DC 20
the party succeeds in getting her to converse: The doors to the north lead to halls infested with undead and cursed magic. The door to the southwest leads into the old kitchens, guarded by more
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, admonishing them to douse any bright lights they carry, as the lights hurt the pechs’ eyes. If the characters comply, the pechs become curious and willing to chat. Otherwise, they resume their work
the pechs at least 500 gp of gems or a unique carving or sculpture, especially one made of stone. Friendly pechs might be willing to help fight the clay golem or use their Communal Spellcasting to
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
companion into battle and fights at its side. Heldalf and his mammoth flee if either of them is reduced to 30 Hit Points or fewer.
Talking with Heldalf. If the characters want to converse and know Giant
northeast passage to meet with him.
If the characters don’t fight Heldalf but can’t converse with him, the giant motions for them to move on, pointing toward the narrow passage to the northeast
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, admonishing them to douse any bright lights they carry, as the lights hurt the pechs’ eyes. If the characters comply, the pechs become curious and willing to chat. Otherwise, they resume their work
the pechs at least 500 gp of gems or a unique carving or sculpture, especially one made of stone. Friendly pechs might be willing to help fight the clay golem or use their Communal Spellcasting to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Ghared shouts the initial warning and speaks for the group; she’s suspicious, greedy, and arrogant, but not stupid. She is willing to give information to the party if a character succeeds on a DC 20
the party succeeds in getting her to converse: The doors to the north lead to halls infested with undead and cursed magic. The door to the southwest leads into the old kitchens, guarded by more
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
companion into battle and fights at its side. Heldalf and his mammoth flee if either of them is reduced to 30 Hit Points or fewer.
Talking with Heldalf. If the characters want to converse and know Giant
northeast passage to meet with him.
If the characters don’t fight Heldalf but can’t converse with him, the giant motions for them to move on, pointing toward the narrow passage to the northeast
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
that enters his lair—especially hardened adventurers. When he notices the characters, Lludd greets them in Common. Parleying with Lludd. If the characters converse with Lludd, he offers to point them
. Shaydun, the centaurs’ leader, approaches the characters. She doesn’t know how the characters arrived in the canyon, but she’s willing to help them find a way back to the Lost Caverns if they help
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
that enters his lair—especially hardened adventurers. When he notices the characters, Lludd greets them in Common. Parleying with Lludd. If the characters converse with Lludd, he offers to point them
. Shaydun, the centaurs’ leader, approaches the characters. She doesn’t know how the characters arrived in the canyon, but she’s willing to help them find a way back to the Lost Caverns if they help
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
covet magic items that allow them to converse with interesting personalities. An intelligent telepathic weapon or a magic lamp with a djinni bound inside it are among the greatest treasures a brass
tricks with good humor. Copper dragons are particularly fond of bards. A dragon might carve out part of its lair as a temporary abode for a bard willing to regale it with stories, riddles, and music. To