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Returning 35 results for 'copy whispers rules'.
Other Suggestions:
core whisper rules
city whispers rules
city whisper rules
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come whisper rules
Magic Items
The Book of Many Things
projection is a translucent copy of you that has immunity to all damage and conditions, and you can make attacks and cast spells with a range other than self as if standing in the projection’s space
, continuously hearing whispers that call for you to join them. Whenever you finish a long rest while cursed, you must make a DC 11 Charisma saving throw. On a failed save, your soul is drawn from your body and
Monsters
Fizban's Treasury of Dragons
without the boredom. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers
row:
Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the
Monsters
Fizban's Treasury of Dragons
is learning, but without the boredom. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks
actions; the dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon's telepathy. The creature
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Orders of Accordance All who enter Candlekeep must agree to the Orders of Accordance, rules set forth by the senior staff to prevent misconduct. Violating one or more of these orders results in
banishment from Candlekeep, and the banished are seldom allowed to return. The rules are simple: No fighting. All arguments must follow the rules of cordial debate and discussion. Violent altercations are
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Orders of Accordance All who enter Candlekeep must agree to the Orders of Accordance, rules set forth by the senior staff to prevent misconduct. Violating one or more of these orders results in
banishment from Candlekeep, and the banished are seldom allowed to return. The rules are simple: No fighting. All arguments must follow the rules of cordial debate and discussion. Violent altercations are
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Strixhaven Tracking Sheet The sections on the following pages give special rules for certain aspects of university life. Players can use the sheet below to keep track of the effects of those rules on
their characters. Each player should have a copy to use during the course of the adventures. The tracking sheet includes the following parts:
Relationships. The player notes here the names of
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Strixhaven Tracking Sheet The sections on the following pages give special rules for certain aspects of university life. Players can use the sheet below to keep track of the effects of those rules on
their characters. Each player should have a copy to use during the course of the adventures. The tracking sheet includes the following parts:
Relationships. The player notes here the names of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
this chapter. Place a copy of the handout for this puzzle on the table, and allow players to use miniatures to show how their characters navigate the room. To safely walk across the room, a character
disable a trap with a successful DC 15 Dexterity check using thieves’ tools. If a character fails to disable the trap, the tile’s trap can no longer be disabled. Characters can attempt to jump over trapped tiles, using the jump rules in the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
this chapter. Place a copy of the handout for this puzzle on the table, and allow players to use miniatures to show how their characters navigate the room. To safely walk across the room, a character
disable a trap with a successful DC 15 Dexterity check using thieves’ tools. If a character fails to disable the trap, the tile’s trap can no longer be disabled. Characters can attempt to jump over trapped tiles, using the jump rules in the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
on a table to make their guesses. Give the players a copy of Unseen Order Handouts 1 and 2, then read the following boxed text aloud: A long table fills the center of this chamber. On the table is a
riddle, the ghost can explain the rules more clearly: Objective. The characters must guess which cards are in the ghost’s hand and in what order. Rules. To make their first guess, the characters must
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
on a table to make their guesses. Give the players a copy of Unseen Order Handouts 1 and 2, then read the following boxed text aloud: A long table fills the center of this chamber. On the table is a
riddle, the ghost can explain the rules more clearly: Objective. The characters must guess which cards are in the ghost’s hand and in what order. Rules. To make their first guess, the characters must
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spellcasting As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter
wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
Copying that spell into your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spellcasting As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter
wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
Copying that spell into your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spellcasting As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter
wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
Copying that spell into your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spellcasting As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter
wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.
Copying that spell into your
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
attempt to copy Wormriddle’s spell scroll was successful, Elan’s book also contains legend lore. 13b. Arch Gate to Level 6 Arch. Embedded in the south wall is a stone arch bearing images of beholders
. Arch Gate. The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: If a creature flies or levitates within 5 feet of the arch, the gate opens for 1 minute. Characters must be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
attempt to copy Wormriddle’s spell scroll was successful, Elan’s book also contains legend lore. 13b. Arch Gate to Level 6 Arch. Embedded in the south wall is a stone arch bearing images of beholders
. Arch Gate. The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: If a creature flies or levitates within 5 feet of the arch, the gate opens for 1 minute. Characters must be
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard
a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.
Copying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook if
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
student of arcane magic, you have learned to cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard
a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.
Copying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook if it’s
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
student of arcane magic, you have learned to cast spells. See “Spells” for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard
a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.
Copying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook if it’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
student of arcane magic, you have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Wizard spells, which appear in the Wizard
a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.
Copying a Spell into the Book. When you find a level 1+ Wizard spell, you can copy it into your spellbook if
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inn.) If her sanity is restored, Darribeth becomes her normal self — a curious and kind woman with a flair for magic who doesn’t mind bending rules for the greater good. She speaks Common, Dwarvish
wizards are among her rescuers, she lets them copy spells from her spellbook (see “Treasure” below). Once restored to her right mind and borne safely to Waterdeep, Darribeth makes plans to return to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
maddening whispers in their heads. After making an ability check to fix the music box, regardless of whether the check succeeds or not, a character must make a DC 13 Intelligence saving throw, taking
inside an object.
Actions
Maddening Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage.
Whispers of Violence. Shemshime chooses up to two creatures it can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inn.) If her sanity is restored, Darribeth becomes her normal self — a curious and kind woman with a flair for magic who doesn’t mind bending rules for the greater good. She speaks Common, Dwarvish
wizards are among her rescuers, she lets them copy spells from her spellbook (see “Treasure” below). Once restored to her right mind and borne safely to Waterdeep, Darribeth makes plans to return to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
maddening whispers in their heads. After making an ability check to fix the music box, regardless of whether the check succeeds or not, a character must make a DC 13 Intelligence saving throw, taking
inside an object.
Actions
Maddening Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage.
Whispers of Violence. Shemshime chooses up to two creatures it can
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
grows stronger, its corruption grows into the second form: madness. Cultists sink into insanity, lashing out at everything around them or destroying themselves in elemental cataclysms. Ruin rules as the
hate in their hearts, those whose minds are broken and therefore open to insinuation and dark whispers. These are the servants of Elemental Evil, and they can cause immeasurable harm if they aren’t
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Horror in Your Game Ominous shadows rise beyond the campfire’s light. Steps echo through the halls of a supposedly empty house. Something whispers from under the stairs. Such details fill horror
threat. Use this book to help you and your players communicate about a game’s rules, plots, and other content, assuring it includes only the elements you all enjoy. Focus on Fun. Suspenseful stories don’t
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
grows stronger, its corruption grows into the second form: madness. Cultists sink into insanity, lashing out at everything around them or destroying themselves in elemental cataclysms. Ruin rules as the
hate in their hearts, those whose minds are broken and therefore open to insinuation and dark whispers. These are the servants of Elemental Evil, and they can cause immeasurable harm if they aren’t
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Horror in Your Game Ominous shadows rise beyond the campfire’s light. Steps echo through the halls of a supposedly empty house. Something whispers from under the stairs. Such details fill horror
threat. Use this book to help you and your players communicate about a game’s rules, plots, and other content, assuring it includes only the elements you all enjoy. Focus on Fun. Suspenseful stories don’t
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
action in the rules glossary.
Russell: “Yeah, whose seal is it?”
Jared: “The Devil Strahd.”
Amy: “Sounds like a pleasant fellow.”
Jared: “No! He is the vampire lord of Castle Ravenloft and a
with Advantage... ugh, not much better. Well, 10 plus 5 is 15.
2 Influencing NPCs. Gareth takes the Influence action (see the rules glossary), which characters can take to influence an NPC. It’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
action in the rules glossary.
Russell: “Yeah, whose seal is it?”
Jared: “The Devil Strahd.”
Amy: “Sounds like a pleasant fellow.”
Jared: “No! He is the vampire lord of Castle Ravenloft and a
with Advantage... ugh, not much better. Well, 10 plus 5 is 15.
2 Influencing NPCs. Gareth takes the Influence action (see the rules glossary), which characters can take to influence an NPC. It’s
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
cult member named Elya who was sacrificed by his fellow cultists. Interrogating the Skull. Elya’s skull offers its words in hair-raising, singsong whispers. The skull doesn’t know anything about the
. Regardless of the characters’ reaction to this revelation, learning it counts as a secret for the purposes of the Power of Secrets rules in this book’s introduction.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
cult member named Elya who was sacrificed by his fellow cultists. Interrogating the Skull. Elya’s skull offers its words in hair-raising, singsong whispers. The skull doesn’t know anything about the
. Regardless of the characters’ reaction to this revelation, learning it counts as a secret for the purposes of the Power of Secrets rules in this book’s introduction.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
whispers and throwing in some mad cackles and bits of gibberish. Also be sure to mention that the creature isn’t actually talking but rather filling the characters’ heads with its foul murmurings and
“Difficult Terrain” in the Basic Rules). The bottom of the crevasse feels unnaturally cold. When viewed with a detect magic spell, the area emanates a faint necromantic aura. The magic causes all
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
whispers and throwing in some mad cackles and bits of gibberish. Also be sure to mention that the creature isn’t actually talking but rather filling the characters’ heads with its foul murmurings and
“Difficult Terrain” in the Basic Rules). The bottom of the crevasse feels unnaturally cold. When viewed with a detect magic spell, the area emanates a faint necromantic aura. The magic causes all