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Returning 35 results for 'cover warning recovery'.
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Classes
Xanathar's Guide to Everything
; as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often
Classes
Xanathar's Guide to Everything
; as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
An Unwelcome Visitor At the end of practice, after Rosie gives the characters her gift, read or paraphrase the following: Without warning, the joyous look on Rosie’s face changes into terror
. Flinging an arm toward the field’s eastern dugout, she stammers wildly.
“Wh- wh- monster!” she shouts, then runs for cover.
Emerging from the eastern dugout is a hulking blue slaad. The enraged creature
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
An Unwelcome Visitor At the end of practice, after Rosie gives the characters her gift, read or paraphrase the following: Without warning, the joyous look on Rosie’s face changes into terror
. Flinging an arm toward the field’s eastern dugout, she stammers wildly.
“Wh- wh- monster!” she shouts, then runs for cover.
Emerging from the eastern dugout is a hulking blue slaad. The enraged creature
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
and seems to have frequent headaches. 4 The dean has relied on teaching assistants to cover several of her lessons, sometimes missing class without warning or explanation.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
and seems to have frequent headaches. 4 The dean has relied on teaching assistants to cover several of her lessons, sometimes missing class without warning or explanation.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Disposal Cave The stench of death fills these caves, which the giants visit infrequently. 11a. Faces of Halaster Stone Faces. Giant-carved visages of Halaster cover the walls. Each face has a
remaining. The other dead human carries a set of thieves’ tools. 11b. Silt Pit Carved into the floor of the narrow tunnel leading to this cave is a large X (a warning sign). This cave contains a silt pit like the one in area 4.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Disposal Cave The stench of death fills these caves, which the giants visit infrequently. 11a. Faces of Halaster Stone Faces. Giant-carved visages of Halaster cover the walls. Each face has a
remaining. The other dead human carries a set of thieves’ tools. 11b. Silt Pit Carved into the floor of the narrow tunnel leading to this cave is a large X (a warning sign). This cave contains a silt pit like the one in area 4.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6). Level 6: Natural Recovery You can cast one of the level 1
there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature’s Ward while there. As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
claimed it was not a historical text, but a warning. My superiors have authorized me to show it to you.”
Pelk allows the characters to inspect the book. It is surprisingly light, and brief examination
shows it to be a cunningly contrived container. Its covering is made of supple leather reinforced with thicker strips of hide. Opening the cover reveals three intricately carved, hollow wooden
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
claimed it was not a historical text, but a warning. My superiors have authorized me to show it to you.”
Pelk allows the characters to inspect the book. It is surprisingly light, and brief examination
shows it to be a cunningly contrived container. Its covering is made of supple leather reinforced with thicker strips of hide. Opening the cover reveals three intricately carved, hollow wooden
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
your choice in that area regains 2d6 Hit Points. The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6). Level 6: Natural Recovery You can cast one of the level 1
there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature’s Ward while there. As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
here is full of deep, enormous gouges.
Advance Warning. A character who succeeds on a DC 15 Wisdom (Survival) check can identify the gouges and tracks in the area as belonging to Large bipedal
. Any hook horrors there attack only if the intruders slay or drive off the gorgons. White Gate. A white gate is situated in the opening in the rock wall that leads to the Forest of Recovery. Forest of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
here is full of deep, enormous gouges.
Advance Warning. A character who succeeds on a DC 15 Wisdom (Survival) check can identify the gouges and tracks in the area as belonging to Large bipedal
. Any hook horrors there attack only if the intruders slay or drive off the gorgons. White Gate. A white gate is situated in the opening in the rock wall that leads to the Forest of Recovery. Forest of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. After the green dragon killed the cultists of Malar, Wyllow stripped the corpses of their metal gear, piled the offensive material here as a warning of sorts, and dragged the bodies to area 7 to rot
. Tattered rugs woven with images of tigers battling scorpions cover the floor. The walls are painted with faded images of serpents.
Furnishings. A wooden bed carved with serpentine motifs stands
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. After the green dragon killed the cultists of Malar, Wyllow stripped the corpses of their metal gear, piled the offensive material here as a warning of sorts, and dragged the bodies to area 7 to rot
. Tattered rugs woven with images of tigers battling scorpions cover the floor. The walls are painted with faded images of serpents.
Furnishings. A wooden bed carved with serpentine motifs stands
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
. Ever vigilant, they use the darkness to surprise and overwhelm foes much greater than themselves.
Level 3: Skilled Guardian Unraveling mysteries under the cover of night has honed your skills. You
range increases by 60 feet. Keen Senses. You have Advantage on Initiative rolls and Wisdom (Perception) checks. Warning Shout. When you make an Initiative roll, you can take a Reaction to warn
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often
7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often
7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Removing the lid triggers a magic mouth spell that admonishes interlopers in Dwarvish: “You dishonor our beloved king! May his tomb become yours as well!” After this warning, all ten battleaxes break
(Perception) check spots the trap. When a weight of 50 pounds or more is placed on the cover of the pit trap, the cover swings open like a trapdoor, causing any creature standing on it to fall in and take
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Removing the lid triggers a magic mouth spell that admonishes interlopers in Dwarvish: “You dishonor our beloved king! May his tomb become yours as well!” After this warning, all ten battleaxes break
(Perception) check spots the trap. When a weight of 50 pounds or more is placed on the cover of the pit trap, the cover swings open like a trapdoor, causing any creature standing on it to fall in and take
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. (This is included above.) Bypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover. Casting in
Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1: Arcane Recovery You can regain some of your magical
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. (This is included above.) Bypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover. Casting in
Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Level 1: Arcane Recovery You can regain some of your magical
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
three-quarters cover to the beholder.) Minion Chambers The lair has rooms set aside for the beholder’s minions, where those creatures live, cook, eat, and sleep. Prison A beholder often sets aside a
often inhabited by shriekers, which act as an early warning system. Traps A room not dedicated to some other purpose could be festooned with a variety of traps. In addition to traps that are meant to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
three-quarters cover to the beholder.) Minion Chambers The lair has rooms set aside for the beholder’s minions, where those creatures live, cook, eat, and sleep. Prison A beholder often sets aside a
often inhabited by shriekers, which act as an early warning system. Traps A room not dedicated to some other purpose could be festooned with a variety of traps. In addition to traps that are meant to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
passage that leads south. If combat goes against the giant, he flees through this passage to give a warning of intruders to the guards at areas 9 and 10. The room contains piles of hides, a giant sack, and
Dexterity saving throw, taking 16 (3d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Softer noises or visual clues could give warning of the unstable ice. 4. Small
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
passage that leads south. If combat goes against the giant, he flees through this passage to give a warning of intruders to the guards at areas 9 and 10. The room contains piles of hides, a giant sack, and
Dexterity saving throw, taking 16 (3d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Softer noises or visual clues could give warning of the unstable ice. 4. Small
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
tailwind, the return trip is shorter, with the griffons able to cover roughly 80 miles a day. Dasharra expects characters to provide their own cold weather survival gear, supplies, and rations. When the
minutes. Captain Redreef agrees to wait up to 24 hours before raising anchor and setting sail for Luskan. If Svardborg’s warning horn (area 2C) is sounded, the inexperienced captain panics and abandons the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
tailwind, the return trip is shorter, with the griffons able to cover roughly 80 miles a day. Dasharra expects characters to provide their own cold weather survival gear, supplies, and rations. When the
minutes. Captain Redreef agrees to wait up to 24 hours before raising anchor and setting sail for Luskan. If Svardborg’s warning horn (area 2C) is sounded, the inexperienced captain panics and abandons the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
commander. He asks the adventurers to escort him safely to the fort and create a distraction so that he can ransack the commander’s quarters. As a reward, Rokah offers to cover the cost of a charter
grim warning. He wishes to atone for his crime and seeks an audience with Kwayothé, the merchant prince who controls the legal sale of fruit. Fearing for his life, Omala asks the adventurers to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
commander. He asks the adventurers to escort him safely to the fort and create a distraction so that he can ransack the commander’s quarters. As a reward, Rokah offers to cover the cost of a charter
grim warning. He wishes to atone for his crime and seeks an audience with Kwayothé, the merchant prince who controls the legal sale of fruit. Fearing for his life, Omala asks the adventurers to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Recovery You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again. In addition
-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Recovery You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again. In addition
-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
their crossbows at intruders who traverse the hallway without an Onyx Scar escort. The arrow slits give the thugs three-quarters cover. No guards are stationed behind the eastern arrow slits. The
contain walled-in shrines with steps leading up to them. Tangled mushrooms and roots have extended beyond a central garden to cover every visible surface.
Rising from the garden is a staircase that
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
their crossbows at intruders who traverse the hallway without an Onyx Scar escort. The arrow slits give the thugs three-quarters cover. No guards are stationed behind the eastern arrow slits. The
contain walled-in shrines with steps leading up to them. Tangled mushrooms and roots have extended beyond a central garden to cover every visible surface.
Rising from the garden is a staircase that