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Returning 35 results for 'conviction releasing guide to have renowned'.
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Monsters
Ghosts of Saltmarsh
begins to hallucinate and is afflicted with a short-term madness effect (determined randomly or by the DM; see “Madness” in chapter 8 of the Dungeon Master’s Guide). The effect lasts 10
minutes.Comfortable on land or in water, these brilliantly colored snakes are renowned for their potent and hallucinogenic venom. They are most often found in coastal caves. In the abandoned chambers
Classes
Sword Coast Adventurer's Guide
wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.
A Purple Dragon knight inspires greatness in others by
band of allies can transform even the most poorly equipped militia into a ferocious war band.
A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had.
Classes
Sword Coast Adventurer's Guide
wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.
A Purple Dragon knight inspires greatness in others by
band of allies can transform even the most poorly equipped militia into a ferocious war band.
A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had.
Magic Items
Princes of the Apocalypse
diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time
Dungeon Master’s Guide.
Earth Orb. When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18). For the purpose of the spell’s
Halfling
Legacy
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Species
Basic Rules (2014)
land beyond their quiet shires. They typically don’t recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways
, go talk to the farmers and herders and you’ll find good, solid folk. Not that there’s anything wrong with the barons and soldiers—you have to admire their conviction. And by
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Giant Coral Snake Comfortable on land or in water, these brilliantly colored snakes are renowned for their potent and hallucinogenic venom. They are most often found in coastal caves. In the
randomly or by the DM; see “Madness” in chapter 8 of the Dungeon Master’s Guide). The effect lasts 10 minutes.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Giant Coral Snake Comfortable on land or in water, these brilliantly colored snakes are renowned for their potent and hallucinogenic venom. They are most often found in coastal caves. In the
randomly or by the DM; see “Madness” in chapter 8 of the Dungeon Master’s Guide). The effect lasts 10 minutes.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Crawling Claws nests in the statue’s nooks and crannies, emerging to attack when the statue is disturbed. 2 Disturbing the statue causes its head to split open, releasing a Hostile Flameskull. 3 The
(see the Dungeon Master’s Guide) 5 Casket containing a mummified human corpse in the fetal position wearing a gold necklace (worth 750 GP) 6 Basket containing a randomly determined Uncommon magic item (see the Dungeon Master’s Guide)
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Crawling Claws nests in the statue’s nooks and crannies, emerging to attack when the statue is disturbed. 2 Disturbing the statue causes its head to split open, releasing a Hostile Flameskull. 3 The
(see the Dungeon Master’s Guide) 5 Casket containing a mummified human corpse in the fetal position wearing a gold necklace (worth 750 GP) 6 Basket containing a randomly determined Uncommon magic item (see the Dungeon Master’s Guide)
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Artifacts Miraculous relics fill the tales of Theros. Among these legendary items, none are more renowned than the weapons of the gods themselves. These artifacts embody divine will and the power of
weapon after an incredible feat caused it to shatter.
6 A god’s weapon has gained sentience (see “Sentient Magic Items” in chapter 7 of the Dungeon Master’s Guide). Determine whether to use it, return it to its creator, or help it grow into its own being.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Artifacts Miraculous relics fill the tales of Theros. Among these legendary items, none are more renowned than the weapons of the gods themselves. These artifacts embody divine will and the power of
weapon after an incredible feat caused it to shatter.
6 A god’s weapon has gained sentience (see “Sentient Magic Items” in chapter 7 of the Dungeon Master’s Guide). Determine whether to use it, return it to its creator, or help it grow into its own being.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
guide the characters to a door of their choosing. The angel plays melodies on its harp during the journey. 50–56 An aspect of the Iron Shadow, a young red shadow dragon, rises from a staircase shrouded
its tail eagerly. 85–91 A merrow happens on the staircase, flooding it with a deluge of water from an aquatic plane. 92–98 A nearby door to the Abyss flings open, releasing a hostile swarm of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
guide the characters to a door of their choosing. The angel plays melodies on its harp during the journey. 50–56 An aspect of the Iron Shadow, a young red shadow dragon, rises from a staircase shrouded
its tail eagerly. 85–91 A merrow happens on the staircase, flooding it with a deluge of water from an aquatic plane. 92–98 A nearby door to the Abyss flings open, releasing a hostile swarm of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires. Many halflings live among other races, where the
with the barons and soldiers — you have to admire their conviction. And by protecting their own lands, they protect us as well.”
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires. Many halflings live among other races, where the
with the barons and soldiers — you have to admire their conviction. And by protecting their own lands, they protect us as well.”
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A Purple Dragon knight inspires greatness
knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had. Restriction: Knighthood Purple Dragon knights are tied to a specific order of Cormyrean
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A Purple Dragon knight inspires greatness
knight’s actions can awaken reserves of courage and conviction in allies that they never suspected they had. Restriction: Knighthood Purple Dragon knights are tied to a specific order of Cormyrean
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
mythology and adapt it into a world built from the ground up for fantasy adventures. This book is your guide to Theros, its gods, its peoples and their cities (or poleis), its threats, and its tales
into the divine realm of Nyx and the dismal realms of the Underworld. Chapter 4 builds on the guidelines in the Dungeon Master’s Guide, highlighting adventures set in Theros. Maintaining a focus on the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
mythology and adapt it into a world built from the ground up for fantasy adventures. This book is your guide to Theros, its gods, its peoples and their cities (or poleis), its threats, and its tales
into the divine realm of Nyx and the dismal realms of the Underworld. Chapter 4 builds on the guidelines in the Dungeon Master’s Guide, highlighting adventures set in Theros. Maintaining a focus on the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
what happened to him. If his death seems likely, Toru asks one of the characters to take his City Watch badge and return it to his father in Waterdeep. If this is done, Toru’s mother — a renowned
with orders to keep an eye on the other prisoners. The grimlock speaks Undercommon. Ahpok claims to know this level of Undermountain by sound, smell, and touch, and offers her services as a guide if the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
what happened to him. If his death seems likely, Toru asks one of the characters to take his City Watch badge and return it to his father in Waterdeep. If this is done, Toru’s mother — a renowned
with orders to keep an eye on the other prisoners. The grimlock speaks Undercommon. Ahpok claims to know this level of Undermountain by sound, smell, and touch, and offers her services as a guide if the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
plunder its hoard: 4d6 × 1,000 gp, 5d6 × 100 pp, 3d6 500 gp gems, and 1d6 magic items (determine each one by rolling on Magic Item Table C in chapter 7 of the Dungeon Master’s Guide). Demons One or
thin carpet of moss, and sinks into it. The effect is identical to that of quicksand (see chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide). Myconid Parade The characters stumble
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
offers membership in the enclave and bestows on each new member a charm of restoration (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide). Jeryth also offers Phaulkonmere as a safe
Guild is releasing monsters to distract the City Watch and the City Guard while its members stir up trouble elsewhere. The authorities are having trouble catching and killing a flying horror known as a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
plunder its hoard: 4d6 × 1,000 gp, 5d6 × 100 pp, 3d6 500 gp gems, and 1d6 magic items (determine each one by rolling on Magic Item Table C in chapter 7 of the Dungeon Master’s Guide). Demons One or
thin carpet of moss, and sinks into it. The effect is identical to that of quicksand (see chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide). Myconid Parade The characters stumble
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
assassin’s blood poison from the fungi pit (see “Poisons” in chapter 8 of the Dungeon Master’s Guide). Sprinkler Tank The copper tank is a sprinkler used by the duergar to fertilize the fungi in the pit
action to open or close a valve on the tank, releasing a cloud of pungent fertilizer that fills a 30-foot cube. The cloud grows 10 feet per side each round the valve remains open. The cloud has the same
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
assassin’s blood poison from the fungi pit (see “Poisons” in chapter 8 of the Dungeon Master’s Guide). Sprinkler Tank The copper tank is a sprinkler used by the duergar to fertilize the fungi in the pit
action to open or close a valve on the tank, releasing a cloud of pungent fertilizer that fills a 30-foot cube. The cloud grows 10 feet per side each round the valve remains open. The cloud has the same
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
offers membership in the enclave and bestows on each new member a charm of restoration (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide). Jeryth also offers Phaulkonmere as a safe
Guild is releasing monsters to distract the City Watch and the City Guard while its members stir up trouble elsewhere. The authorities are having trouble catching and killing a flying horror known as a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no
chapter 5 of the Dungeon Master’s Guide. Earth Orb. When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18). For the purpose of the spell’s
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
guide. During the ensuing conversation, Amidor and Gleam freely share the following information: Amidor is on the run after freeing Pollenella, a queen bee, from a cyclops beekeeper. The two of them
. Since the Selenelion twins are the living embodiment of the moon and the sun, the hag decided to separate the elf sisters, releasing one while keeping the other as her “guest.” By keeping the twins
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
guide. During the ensuing conversation, Amidor and Gleam freely share the following information: Amidor is on the run after freeing Pollenella, a queen bee, from a cyclops beekeeper. The two of them
. Since the Selenelion twins are the living embodiment of the moon and the sun, the hag decided to separate the elf sisters, releasing one while keeping the other as her “guest.” By keeping the twins
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no
chapter 5 of the Dungeon Master’s Guide. Earth Orb. When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18). For the purpose of the spell’s
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Contact The easiest approach is to have Kwalish in area O7 when the characters arrive — an elderly gnome arcane inventor (use the evoker stat block from Volo’s Guide to Monsters) working on his latest
unkindly to Kwalish’s cavalier attitude toward life, they might decide to confront and attack him. Kwalish first creates a distraction by releasing the mephits and the mind flayer in his lab as an action
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Contact The easiest approach is to have Kwalish in area O7 when the characters arrive — an elderly gnome arcane inventor (use the evoker stat block from Volo’s Guide to Monsters) working on his latest
unkindly to Kwalish’s cavalier attitude toward life, they might decide to confront and attack him. Kwalish first creates a distraction by releasing the mephits and the mind flayer in his lab as an action
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
trait to a tight pantheon is that its worshipers embrace a single ethos or dogma that includes all the deities. The gods of the tight pantheon work as one to protect and guide their followers. You can
Philosophies Not all divine powers need to be derived from deities. In some campaigns, believers hold enough conviction in their ideas about the universe that they gain magical power from that conviction. In
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
trait to a tight pantheon is that its worshipers embrace a single ethos or dogma that includes all the deities. The gods of the tight pantheon work as one to protect and guide their followers. You can
Philosophies Not all divine powers need to be derived from deities. In some campaigns, believers hold enough conviction in their ideas about the universe that they gain magical power from that conviction. In