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Returning 35 results for 'conviction rebuke guild to have revealing'.
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Magic Items
Guildmasters’ Guide to Ravnica
entangle
Gruul Guild Signet
compelled duel
Izzet Guild Signet
chaos bolt
Orzhov Guild Signet
command
Rakdos Guild Signet
hellish rebuke
Selesnya Guild Signet
charm person
Simic Guild Signet
expeditious retreat
This ring, adorned with the symbol of a guild, allows you to cast one spell closely associated with that guild, as shown in the Guild Signet Spells table. A guild signet is sometimes
Backgrounds
Guildmasters’ Guide to Ravnica
motivation behind another strike performed in a different part of the city, or simply to spread fear.
As part of your covert work for House Dimir, you maintain a false identity as a member of another guild
. You can choose your secondary guild or roll to determine it randomly. This secondary guild membership determines a portion of your starting equipment and is also where most of your contacts come from
Species
Guildmasters’ Guide to Ravnica
, loxodons are true terrors—bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to their guilds
ingrained that they are often at a loss when they try to impart that knowledge to others. Among the Selesnya, it primarily falls to loxodons to build the guild’s magnificent, cathedral-like arboretum
Backgrounds
Guildmasters’ Guide to Ravnica
the crime. Most people are too daunted by you to report your wrongdoing to the Azorius.
Rakdos Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Rakdos
Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Rakdos Guild Spells
Backgrounds
Guildmasters’ Guide to Ravnica
lifestyle between adventures.
Boros Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Boros Guild Spells table are added to the spell list of your
spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Boros Guild Spells
Spell Level
Spells
Cantrip
fire bolt,
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Tracking Floon At this point, the characters likely know that Floon was kidnapped by Xanathar Guild members who mistook him for Renaer Neverember, and that he was taken to a hideout in the sewers. If
) check or 5 gp in bribes allows the characters to trace the kidnappers’ path through back alleys to a circular metal cover inset in the pavement. The cover is easily lifted, revealing a ladder down into the sewers.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Tracking Floon At this point, the characters likely know that Floon was kidnapped by Xanathar Guild members who mistook him for Renaer Neverember, and that he was taken to a hideout in the sewers. If
) check or 5 gp in bribes allows the characters to trace the kidnappers’ path through back alleys to a circular metal cover inset in the pavement. The cover is easily lifted, revealing a ladder down into the sewers.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
powerful, so their voices do carry some weight. Blood witches strive both to protect the cult from external interference and to punish those who bring harm to the guild. They claim grandiose titles, such
blast (at 11th level), false life, levitate (self only), mage armor (self only)
1/day each: circle of death, enthrall, suggestion
3/day each: hellish rebuke, hex, scorching ray (at 3rd level
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
powerful, so their voices do carry some weight. Blood witches strive both to protect the cult from external interference and to punish those who bring harm to the guild. They claim grandiose titles, such
blast (at 11th level), false life, levitate (self only), mage armor (self only)
1/day each: circle of death, enthrall, suggestion
3/day each: hellish rebuke, hex, scorching ray (at 3rd level
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
can be worked to access hidden compartments, revealing 10d10 gp worth of loose coins, three uncut sapphires (50 gp each), and a map showing the route to a cache of stolen goods hidden near a thieves
guild in a city of your choice. One cache also holds a Three-Dragon Ante deck with one card enchanted to appear as whatever specific card its owner commands. This magic works only 25 percent of the time
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
can be worked to access hidden compartments, revealing 10d10 gp worth of loose coins, three uncut sapphires (50 gp each), and a map showing the route to a cache of stolen goods hidden near a thieves
guild in a city of your choice. One cache also holds a Three-Dragon Ante deck with one card enchanted to appear as whatever specific card its owner commands. This magic works only 25 percent of the time
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. If provoked to action, loxodons are true terrors — bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to
Orzhov Syndicate or the Azorius Senate. Loxodons believe that the members of a group have a responsibility to look out for each other. Once they have joined a guild or bonded with other individuals in any
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. If provoked to action, loxodons are true terrors — bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to
Orzhov Syndicate or the Azorius Senate. Loxodons believe that the members of a group have a responsibility to look out for each other. Once they have joined a guild or bonded with other individuals in any
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
syndicates range from the local thieves’ guild, to a corrupt consortium of merchant princes, to a ring of otherworldly invaders infiltrating all levels of society for a nefarious purpose. Whatever form it
Thieves’ Guild. A disparate convocation of thieves, spies, smugglers, and other scoundrels controls criminal activity in a region of a city. 2 Assassin Society. The network’s livelihood is death
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
39. Big Ears Watch Post These chambers house the level’s main Xanathar Guild watch post, called “Big Ears” by the bugbears that command it. Instead of posting lookouts, the watch post’s defenders
turned so that the weapon’s backside faces forward, the pedestal rises another 3 feet, revealing an open cavity that contains a magic circlet identical to the one worn by the statue — but fashioned from
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
syndicates range from the local thieves’ guild, to a corrupt consortium of merchant princes, to a ring of otherworldly invaders infiltrating all levels of society for a nefarious purpose. Whatever form it
Thieves’ Guild. A disparate convocation of thieves, spies, smugglers, and other scoundrels controls criminal activity in a region of a city. 2 Assassin Society. The network’s livelihood is death
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Girallon A girallon looks like an oversized, four-armed ape with gray skin and white fur. Its fangs and claws set it apart from a normal ape, revealing it to be a monstrous predator.
Girallon
seemingly unlikely place, such as guarding the entrance to a city’s thieves’ guild. Those who would keep a girallon as a pet must always be wary, because the creature could revert to its predatory nature at any time.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Girallon A girallon looks like an oversized, four-armed ape with gray skin and white fur. Its fangs and claws set it apart from a normal ape, revealing it to be a monstrous predator.
Girallon
seemingly unlikely place, such as guarding the entrance to a city’s thieves’ guild. Those who would keep a girallon as a pet must always be wary, because the creature could revert to its predatory nature at any time.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
39. Big Ears Watch Post These chambers house the level’s main Xanathar Guild watch post, called “Big Ears” by the bugbears that command it. Instead of posting lookouts, the watch post’s defenders
turned so that the weapon’s backside faces forward, the pedestal rises another 3 feet, revealing an open cavity that contains a magic circlet identical to the one worn by the statue — but fashioned from
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
office and discreetly appointed meeting rooms. Criminal trials, tax counts, and professional guild meetings also take place in the High Hall. Most criminal trials are presided over by a proxy judge
already prepared. This results in a certain degree of corruption, naturally, which is compounded by the proxy judge’s near-absolute discretion in deciding whether to accept a conviction or exonerate a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
office and discreetly appointed meeting rooms. Criminal trials, tax counts, and professional guild meetings also take place in the High Hall. Most criminal trials are presided over by a proxy judge
already prepared. This results in a certain degree of corruption, naturally, which is compounded by the proxy judge’s near-absolute discretion in deciding whether to accept a conviction or exonerate a
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
office and discreetly appointed meeting rooms. Criminal trials, tax counts, and professional guild meetings also take place in the High Hall. Most criminal trials are presided over by a proxy judge
already prepared. This results in a certain degree of corruption, naturally, which is compounded by the proxy judge’s near-absolute discretion in deciding whether to accept a conviction or exonerate a
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
office and discreetly appointed meeting rooms. Criminal trials, tax counts, and professional guild meetings also take place in the High Hall. Most criminal trials are presided over by a proxy judge
already prepared. This results in a certain degree of corruption, naturally, which is compounded by the proxy judge’s near-absolute discretion in deciding whether to accept a conviction or exonerate a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
footlocker. An oil-filled lantern rests atop each nightstand. Beneath each bed is a copper chamber pot. Treasure. One of the lanterns is a lantern of revealing. No one in the guild is aware the lantern is
conceals a drop box where visitors stash black-market goods, fenced items, and guild tributes. Any character who lifts the plank sees a dusty satchel in the drop box. The satchel contains 25 sp and a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
footlocker. An oil-filled lantern rests atop each nightstand. Beneath each bed is a copper chamber pot. Treasure. One of the lanterns is a lantern of revealing. No one in the guild is aware the lantern is
conceals a drop box where visitors stash black-market goods, fenced items, and guild tributes. Any character who lifts the plank sees a dusty satchel in the drop box. The satchel contains 25 sp and a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
15 Wisdom (Perception) check. To open it, one must press a nearby wall carving shaped like an eye. When this is done, the secret door swings inward, revealing a curved hallway (area X8) beyond. X3
releases arena combatants from area X7. Ten human bandits and five bugbears (all members of the Xanathar Guild) guzzle ale and heckle combatants from the bleachers, while two goblins serve up salted rat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
15 Wisdom (Perception) check. To open it, one must press a nearby wall carving shaped like an eye. When this is done, the secret door swings inward, revealing a curved hallway (area X8) beyond. X3
releases arena combatants from area X7. Ten human bandits and five bugbears (all members of the Xanathar Guild) guzzle ale and heckle combatants from the bleachers, while two goblins serve up salted rat
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
patrol Table I: Outer City Threats d10 Threat 1 2d4 giant rats 2 1 bandit captain and 1d6 bandits demand a “street use” tax 3 1d6 Guild pickpockets (spies) 4 1d4 ghouls picking at corpses left in the
. In a wood just a few miles west of the city, he came upon a cylindrical stone building, its open doorway revealing stairs leading down into the forest floor. Atop the building, a smaller statue of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Threats d10 Threat
1 2d4 giant rats
2 1 bandit captain and 1d6 bandits demand a “street use” tax
3 1d6 Guild pickpockets (spies)
4 1d4 ghouls picking at corpses left in the
a cylindrical stone building, its open doorway revealing stairs leading down into the forest floor. Atop the building, a smaller statue of Balduran stared back the way he had come. Prevented from
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Threats d10 Threat
1 2d4 giant rats
2 1 bandit captain and 1d6 bandits demand a “street use” tax
3 1d6 Guild pickpockets (spies)
4 1d4 ghouls picking at corpses left in the
a cylindrical stone building, its open doorway revealing stairs leading down into the forest floor. Atop the building, a smaller statue of Balduran stared back the way he had come. Prevented from
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
patrol Table I: Outer City Threats d10 Threat 1 2d4 giant rats 2 1 bandit captain and 1d6 bandits demand a “street use” tax 3 1d6 Guild pickpockets (spies) 4 1d4 ghouls picking at corpses left in the
. In a wood just a few miles west of the city, he came upon a cylindrical stone building, its open doorway revealing stairs leading down into the forest floor. Atop the building, a smaller statue of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
water flows from nozzles in the ceiling pipes. In the center of the room is a deep stone basin that’s set into the floor and filled to the brim. The surface ripples, revealing several watery creatures
are indifferent toward intruders and attack only in self-defense. Once bound to serve the Waterclock Guild, they’re now free but enjoy the perpetual “rain” here. The cult bullies these Elementals, so
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
water flows from nozzles in the ceiling pipes. In the center of the room is a deep stone basin that’s set into the floor and filled to the brim. The surface ripples, revealing several watery creatures
are indifferent toward intruders and attack only in self-defense. Once bound to serve the Waterclock Guild, they’re now free but enjoy the perpetual “rain” here. The cult bullies these Elementals, so
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
might have heard that much of this ward is set up as safe houses, meeting places, and fronts for a variety of criminal organizations, including the Xanathar Guild and the Zhentarim. None of these
entrance, he looks up at you and grins, revealing his last few remaining teeth. But even as he opens his mouth as if to speak, a pair of meaty gray arms emerge from the alley entrance and yank him into the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
might have heard that much of this ward is set up as safe houses, meeting places, and fronts for a variety of criminal organizations, including the Xanathar Guild and the Zhentarim. None of these
entrance, he looks up at you and grins, revealing his last few remaining teeth. But even as he opens his mouth as if to speak, a pair of meaty gray arms emerge from the alley entrance and yank him into the