Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 25 results for 'conviction returning gaining to have resolve'.
Other Suggestions:
condition returning giving to have remove
condition retaining gaining to have remove
connection returning grinding to have remove
connection returning guiding to have remove
condition returning gaining to have remove
classes
share the following tenets:
Reveal heresy and destroy those who practice it.
Show unwavering conviction and unflinching resolve.
Perform any sacrifice necessary to stop wickedness.
Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They
they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this effort by two cloakers from the conclave on level 5, which hope to turn this level into a hunting ground. After gaining entry through an umber hulk tunnel that leads down from level 5, the raiders
stole from Azrok, the hobgoblin warlord who rules Stromkuhldur on level 3 of Undermountain (see “Legion of Azrok”). Returning this dagger to Azrok completes a side quest.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
your conviction and, perhaps, a network of like-minded thinkers, such as the factions of Sigil (summarized below). In your travels, you explore the depths of your understanding and spread your philosophy
step with the multiverse, one must act on instinct alone. Creating Your Own Faction
In Sigil, ideologies wax and wane over time, gaining popularity and drawing like-minded philosophers from one
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
about who he is and what happened to him. After gaining any sense that the characters are seeking information from the svirfneblin, he asks them to perform two tasks involving laying other svirfneblin
chapters of the adventure, or they should be kept busy with other commitments and quests before returning to the surface world. These quests could come either from the deep gnomes or from earlier chapters
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
pronouncement, or it may be left to those who suffer the curse to make amends on their own. Research and divination can offer clues or even reveal the exact steps needed to resolve the curse. While more
examples of curse resolutions: Protecting a loved one dear to the person who laid the curse from some dire threat Returning every piece of a stolen treasure hoard, down to the last copper coin, to the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
language, these cute, mushroom-like creatures urge the characters to join in their reverie. Any character who does so can make a DC 12 Charisma (Performance) check, gaining the benefit of a true seeing
neither a Fey nor of fey ancestry, the fey crossing activates only if exactly eight creatures are inside the ring. The fey crossing works both ways, allowing travel to and from Thither. Returning to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
’ Alliance gain 3 renown (see “Renown” in chapter 1 of the Dungeon Master’s Guide) for returning the Eye of the Spider to Joroth. Both the gemstone and Falkir’s Fist can be found on level 10. Retrieve
ulitharid’s true nature, only that an alien intellect has reached out to them for information. Word of these telepathic intrusions has begun to spread throughout the city, gaining traction as more than
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
attractive lampads (see chapter 6) named Antiophes and Callisos recently happened upon Orestes’s tomb, gaining access through the collapsed eastern wall. They discovered the magical sarcophagus here and
this room. It doesn’t know why, but it was attracted to the tomb after returning from death. It doesn’t know how much time has passed since then, but eventually it encountered the menacing lampad
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Undead troops, gaining them access to Kalaman’s rulers under the guise of being helpful Knights of Solamnia. During their audience with the city’s rulers, Lord Soth, Caradoc, and their Undead knights
serves him still. When Soth rose as an Undead, Caradoc was similarly cursed, returning to life as an incorporeal spirit. Caradoc can’t leave the grounds of Dargaard Keep except within a body he has
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
send an omen to nudge a group of gnomes in a certain direction, or even manifest an avatar in the middle of a gnome burrow. When Garl makes one of these rare appearances, it is to resolve a dispute that
, and after escaping and gaining her revenge, she began the practice of never wearing the same face twice, and she follows a different routine every day so no one can predict what she might do. When
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
in, returning him to combat with half his normal hit points. Controlling the Orrery Components Depending on which components the Six managed to steal in episode 5, and whether the characters gave up
). A creature gaining control is able to use the components as a bonus action (see “Using the Components” below). Once the components are under a creature’s control, they remain under that creature’s
Equipment
end of each of their turns to end the effect, shaking off the terror and returning to reality.
89–90
Reminiscent of the flames which consumed Drakkenheim in the meteor’s wake, a
time and space, gaining unbound knowledge of all that has been, and all that will be. The creature immediately takes 36 (8d8) Psychic damage. If this damage reduces the creature to 0 Hit Points, it
Equipment
throw at the end of each of their turns to end the effect, shaking off the terror and returning to reality.
89–90
Reminiscent of the flames which consumed Drakkenheim in the meteor’s
through all of time and space, gaining unbound knowledge of all that has been, and all that will be. The creature immediately takes 36 (8d8) Psychic damage. If this damage reduces the creature to 0 Hit
Equipment
each of their turns to end the effect, shaking off the terror and returning to reality.
89–90
Reminiscent of the flames which consumed Drakkenheim in the meteor’s wake, a roaring
time and space, gaining unbound knowledge of all that has been, and all that will be. The creature immediately takes 36 (8d8) Psychic damage. If this damage reduces the creature to 0 Hit Points, it is
Equipment
end of each of their turns to end the effect, shaking off the terror and returning to reality.
89–90
Reminiscent of the flames which consumed Drakkenheim in the meteor’s wake, a
of time and space, gaining unbound knowledge of all that has been, and all that will be. The creature immediately takes 36 (8d8) Psychic damage. If this damage reduces the creature to 0 Hit Points
Equipment
end of each of their turns to end the effect, shaking off the terror and returning to reality.
89–90
Reminiscent of the flames which consumed Drakkenheim in the meteor’s wake, a
of time and space, gaining unbound knowledge of all that has been, and all that will be. The creature immediately takes 36 (8d8) Psychic damage. If this damage reduces the creature to 0 Hit Points, it
Equipment
of each of their turns to end the effect, shaking off the terror and returning to reality.
89–90
Reminiscent of the flames which consumed Drakkenheim in the meteor’s wake, a roaring
time and space, gaining unbound knowledge of all that has been, and all that will be. The creature immediately takes 36 (8d8) Psychic damage. If this damage reduces the creature to 0 Hit Points, it is
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
to the library. Gaining Entrance I have assisted more than one visitor with entry into the library, so I know the process well. The price of admission is the donation of a work of writing not already
copies of rare spells to sweeten the deal. Services Those who come to Candlekeep are permitted to remain for one tenday before departing, and must remain away for at least a full month before returning
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
one creature Thurstwell can see within 60 feet of him. The target must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) radiant damage, gaining no benefit from cover.
V3. Foyer If the
pursues intruders beyond the room, returning here only after the trespassers leave the villa or are hacked to pieces. Bookcases. Duke Vanthampur abhors reading but keeps a modest library of fine
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
that touches the statue feels bolstered and happy, gaining 10 temporary hit points. This feeling also makes the creature more likely to trust others, giving it disadvantage on Wisdom (Insight) checks and
-toa found the stone clam in the reef (area C3), they named it Koolooshidoop and believed it to be a god. Before returning to the Underdark with the clam, Fuuna feels she must make a sacrifice to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
travel, Hoobur has so far failed to find the rotor of return, but he doesn’t mind. He has claimed the lighthouse since returning here from Phandalin, finding the basement laboratory to be a perfect
lighthouse. In that basement, Hoobur Gran’Shoop conducts his dark experiments. (If the characters came up unlucky in gaining information from Rainbow and have no inclination to further investigate the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
this cave after being driven out of area F9. The rust monster is heavily obscured by the mist and makes a surprise attack against a creature that falls into the pit, gaining advantage on its attack
losing to Karg. When the party arrives, he calls out, “I wanna play dese li’l guys! Hey, puny-bones! Wanna play?” If a character accepts the challenge, resolve the outcome of each game with an
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
cult pay once she escapes. Indrina dreams of returning to her estate, cleaning up, and dousing herself in perfumes. She doesn’t know anything about Vecna or what the cult has in store for her; she
indicate that these magical gateways connect to a plane populated by Undead, but it’s clear Jerot doesn’t know much more than that. His notes indicate his resolve to learn more after he finishes his
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
MINISTER
Sauriv, the lizardfolk minister, offers the characters the most direct route to gaining a peaceful audience with the queen and a positive resolution for both Saltmarsh and the lizardfolk. In
, and 48, returning with them as quickly as possible. A second guard swims to area 50 to alert the koalinth, to area 51 to alert the locathah, and to area 52 to alert the merfolk. Each of these groups