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Returning 11 results for 'could rules gentle to her respecting'.
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Backgrounds
Ghosts of Saltmarsh
might not.
D6
IDEAL
1
Camaraderie. Good people make even the longest voyage bearable. (Good)
2
Luck. Our luck depends on respecting its rules — now
races
Mordenkainen Presents: Monsters of the Multiverse
, investigation, and combat.
Personas can be shared by multiple changelings; a community might be home to three healer changelings, with whoever is on duty adopting the persona of Andrea, the gentle
level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
hide-and-seek with my gentle friends?”
Madam Kulp is an elderly gnome woman (neutral noble). If the characters accept her challenge, she hops up and opens a trapdoor at the center of the tent. A ladder
harmed—Madam Kulp is adamant about the caterpillars’ safety. If the characters agree to these rules, they may descend into the maze when they are ready. Running the Challenge Once the characters have
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
take risks others might not. Fisher Ideals d6 Ideal 1 Camaraderie. Good people make even the longest voyage bearable. (Good) 2 Luck. Our luck depends on respecting its rules — now throw this
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
hide-and-seek with my gentle friends?”
Madam Kulp is an elderly gnome woman (neutral noble). If the characters accept her challenge, she hops up and opens a trapdoor at the center of the tent. A ladder
harmed—Madam Kulp is adamant about the caterpillars’ safety. If the characters agree to these rules, they may descend into the maze when they are ready. Running the Challenge Once the characters have
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the city is filled with tall spires, and homes both great and small are carved into the stalagmites and stalactites that pierce the darkness. Gentle illumination from magic or glowing fungus decorates
advantages over each other, they all live under the heel of House Baenre and the Matron Mother, who rules the city in Lolth’s name. On a large plateau high above the cavern floor is Tier Breche, also
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the city is filled with tall spires, and homes both great and small are carved into the stalagmites and stalactites that pierce the darkness. Gentle illumination from magic or glowing fungus decorates
advantages over each other, they all live under the heel of House Baenre and the Matron Mother, who rules the city in Lolth’s name. On a large plateau high above the cavern floor is Tier Breche, also
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
take risks others might not. Fisher Ideals d6 Ideal 1 Camaraderie. Good people make even the longest voyage bearable. (Good) 2 Luck. Our luck depends on respecting its rules — now throw this
compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Bludgeoning damage.
Rules for detecting and escaping the trap are as follows:
Detecting the Trap. The pit is poorly camouflaged. A character who examines the trapped area easily discovers the pit
in the text, err on the side of leniency and fun. Whenever you think a rule might be necessary, see the D&D Beyond Basic Rules.
Repeat this process for the other areas in this cave, modifying it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
concealed behind a steel mask that bears a smiling visage. The simulacrum attacks anyone it doesn’t recognize. Extreme Cold. The rules for extreme cold (see chapter 5 of the Dungeon Master’s Guide) apply in
, geas, gentle repose, glyph of warding, hold monster, major image, mass suggestion, phantom steed, protection from evil and good, scrying, symbol, telekinesis, teleport, teleportation circle, Tenser’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
concealed behind a steel mask that bears a smiling visage. The simulacrum attacks anyone it doesn’t recognize. Extreme Cold. The rules for extreme cold (see chapter 5 of the Dungeon Master’s Guide) apply in
, geas, gentle repose, glyph of warding, hold monster, major image, mass suggestion, phantom steed, protection from evil and good, scrying, symbol, telekinesis, teleport, teleportation circle, Tenser’s