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Returning 35 results for 'cousins read guide to have rejection'.
Other Suggestions:
cousins read guide to have reflection
causing read guide to have reaction
coins read guide to have reaction
Monsters
Strixhaven: A Curriculum of Chaos
nature. Eventually that growth turns the daemogoth into a titan.
The titans maintain their lesser cousins’ ability to trade magical power for a mortal’s pain, but they tend to demand
;Supernatural Gifts” in the Dungeon Master’s Guide). As long as the creature has the blessing, it must expend and roll two of its Hit Dice whenever it finishes a long rest. It takes
Monsters
Mordenkainen Presents: Monsters of the Multiverse
communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read aloud their
blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve
Monsters
Eberron: Rising from the Last War
Alien Mind. If a creature tries to read Dyrrn’s thoughts or deals psychic damage to it, that creature must succeed on a DC 23 Intelligence saving throw or be stunned for 1 minute. The stunned
character flaw that lasts until cured. Chapter 8 of the Dungeon Master’s Guide has more information on madness.
Madness of Dyrrn
d6
Flaw (lasts until cured)
1
“There&rsquo
Monsters
Mordenkainen Presents: Monsters of the Multiverse
available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil
Monsters
Mordenkainen Presents: Monsters of the Multiverse
available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil
Monsters
Eberron: Rising from the Last War
Alien Mind. If a creature tries to read Belashyrra’s thoughts or deals psychic damage to it, that creature must succeed on a DC 22 Intelligence saving throw or be stunned for 1 minute. The
Dungeon Master’s Guide has more information on madness.
Madness of Belashyrra
d6
Flaw (lasts until cured)
1
“I constantly see shapes moving in the shadows.”
2
Monsters
Mordenkainen Presents: Monsters of the Multiverse
often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read
aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those
Magic Items
Baldur’s Gate: Descent into Avernus
transformation. Your alignment becomes lawful good, and you gain the following traits:
Angelic Language. You can speak, read, and write Celestial.
Celestial Resistance. You have resistance to necrotic and
Beneficial Properties table in chapter 7 of the Dungeon Master’s Guide.
Searing Radiance. The sword deals an extra 9 (2d8) radiant damage to any creature it hits, or 16 (3d10) radiant damage if you
Magic Items
The Book of Many Things
*
65
Warrior
66
Well
67–00
Roll again
*Found in the Deck of Many Things as depicted in the Dungeon Master’s Guide
Aberration. You gain telepathy within a range of 90
the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed.
Book. You gain the ability to speak, read, and write 1d6 + 2
races
terms of absolutes and a sense of underlying duality. Day or night. Acceptance or rejection. Friend or foe. Their culture is also entwined along the line between life and death. They commune with
comprises all laneshi born as twins, a common occurrence among their people. The first-born twin is always inducted into the mystic caste, while the other is consecrated as their sibling’s spirit guide
races
Ingenious and full of energy, gnomes are thought to be distant cousins of the dwarves. Shorter than their dwarf kin and less bulky, these small-framed folk are often known for their ever-working
can be done. It’s said among other folk that if you’re looking for a gnome in a populated city, you need only wait for the explosion to guide your steps.
During the Era of Expansion
Feats
Xanathar's Guide to Everything
Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten
your path from one place to another. You gain the following benefits:
Increase your Intelligence or Charisma score by 1, to a maximum of 20.
You learn to speak, read, and write Sylvan.
You learn
feats
, these gifted few have the ability to communicate with fire-aspected creatures and have power over flames. Tenders guide the flamewoken in honing their talents in service of nature and many flamewoken
choose to join the order. However, those outside the order usually keep their abilities hidden, as such powers are often seen as a curse. You gain the following benefits:
You can speak, read, and write
races
Mordenkainen Presents: Monsters of the Multiverse
Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago
ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the
races
Mordenkainen Presents: Monsters of the Multiverse
hobgoblin legions have emerged, with ranks of devoted soldiers famed for their unity.
Hobgoblins are generally taller than their goblin cousins but not quite as big as bugbears. They have curved
above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
races
Mordenkainen Presents: Monsters of the Multiverse
Once members of a people who escaped servitude to mind flayers, githyanki split from their cousins, githzerai, and fled to the Astral Plane. In that timeless, silvery realm, githyanki honed their
above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
races
Mordenkainen Presents: Monsters of the Multiverse
Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs’ souls. Centuries later, that
to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other
races
Mordenkainen Presents: Monsters of the Multiverse
Githzerai migrated to the Everchanging Chaos of Limbo after the ancient schism that split their ancestors from their cousins, githyanki. Limbo is a roiling maelstrom of matter and energy, collapsing
those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree
races
Mordenkainen Presents: Monsters of the Multiverse
The saurian lizardfolk are thought by some sages to be distant cousins of dragonborn and kobolds. Despite their resemblance to those other scaled folk, however, lizardfolk are their own people and
follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Fey Teleportation Prerequisite: Elf (high) Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can
speak, read, and write Sylvan. You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Fey Teleportation Prerequisite: Elf (high) Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can
speak, read, and write Sylvan. You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
beliefs. Conversely, a lack of faith can also be a meaningful part of your story. If you don’t believe in any divine power, what caused such doubt? The Rejection of Faith table offers ideas that can
personal interpretation. 6 You had a transcendental experience and believe you have a divine purpose to fulfill. Rejection of Faith d6 Rejection 1 You believe that the magic of clerics and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
beliefs. Conversely, a lack of faith can also be a meaningful part of your story. If you don’t believe in any divine power, what caused such doubt? The Rejection of Faith table offers ideas that can
personal interpretation. 6 You had a transcendental experience and believe you have a divine purpose to fulfill. Rejection of Faith d6 Rejection 1 You believe that the magic of clerics and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Charisma saving throws against magic. Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its
of gnomes, the deep gnomes (or svirfneblin), live in small communities scattered in the Underdark. Unlike the duergar and the drow, svirfneblin are as good as their surface cousins. However, their
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Charisma saving throws against magic. Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its
of gnomes, the deep gnomes (or svirfneblin), live in small communities scattered in the Underdark. Unlike the duergar and the drow, svirfneblin are as good as their surface cousins. However, their
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Charisma saving throws against magic. Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its
of gnomes, the deep gnomes (or svirfneblin), live in small communities scattered in the Underdark. Unlike the duergar and the drow, svirfneblin are as good as their surface cousins. However, their
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Charisma saving throws against magic. Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its
of gnomes, the deep gnomes (or svirfneblin), live in small communities scattered in the Underdark. Unlike the duergar and the drow, svirfneblin are as good as their surface cousins. However, their
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Sword Coast Adventurer’s Guide is
. Spells and equipment mentioned in the adventure are described in the Player’s Handbook. Magic items are described in the Dungeon Master’s Guide. At various places, the adventure presents descriptive
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Sword Coast Adventurer’s Guide is
adventure. Spells and equipment mentioned in the adventure are described in the Player’s Handbook. Magic items are described in the Dungeon Master’s Guide. At various places, the adventure presents
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Sword Coast Adventurer’s Guide is
adventure. Spells and equipment mentioned in the adventure are described in the Player’s Handbook. Magic items are described in the Dungeon Master’s Guide. At various places, the adventure presents
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Sword Coast Adventurer’s Guide is
adventure. Spells and equipment mentioned in the adventure are described in the Player’s Handbook. Magic items are described in the Dungeon Master’s Guide. At various places, the adventure presents
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Sword Coast Adventurer’s Guide is
adventure. Spells and equipment mentioned in the adventure are described in the Player’s Handbook. Magic items are described in the Dungeon Master’s Guide. At various places, the adventure presents
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Sword Coast Adventurer’s Guide is
adventure. Spells and equipment mentioned in the adventure are described in the Player’s Handbook. Magic items are described in the Dungeon Master’s Guide. At various places, the adventure presents
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Sword Coast Adventurer’s Guide is
. Spells and equipment mentioned in the adventure are described in the Player’s Handbook. Magic items are described in the Dungeon Master’s Guide. At various places, the adventure presents descriptive