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Returning 35 results for 'crafting water reborn'.
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casting water return
casting water record
creating water return
creating water resort
casting water rejoin
Monsters
Mordenkainen Presents: Monsters of the Multiverse
damage on a successful one.Frost salamanders are natives of the Plane of Ice, also called the Frostfell, which rests between the Plane of Air and the Plane of Water. Frost salamanders especially like to
predilection to hunt frost salamanders. Venturing into the Frostfell, they use large fires to lure these creatures into traps, then kill them and collect their hides and fangs for use in crafting
Monsters
Candlekeep Mysteries
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring
. The covetous hags each knew part of a ritual for crafting magic paintings that could bind mortal creatures with a terrible curse. After agreeing to share their knowledge and work together, they
Monsters
Van Richten’s Guide to Ravenloft
destroyed, it regains all its hit points in 1 hour unless Holy Water (flask);holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. The priest is a
that curse, a priest of Osybus can’t be certain that they will be reborn when they perish.
In an effort to rid themselves of this curse, they devoted themselves to the same Dark Powers with whom
Backgrounds
Guildmasters’ Guide to Ravnica
construction and architecture — primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders.
You have a
Spells
Cantrip
produce flame, shocking grasp
1st
chaos bolt, create or destroy water, unseen servant
2nd
heat metal, rope trick
3rd
call lightning,
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and storage room for the sacred items and religious vestments. Craft Options. When you issue the Craft order to this facility, choose one of the following options: Craft: Holy Water. You commission
the facility’s hireling to craft a flask of Holy Water. The work takes 7 days and costs no money. You can spend GP during the creation process to increase the potency of the Holy Water. For every 100
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and storage room for the sacred items and religious vestments. Craft Options. When you issue the Craft order to this facility, choose one of the following options: Craft: Holy Water. You commission
the facility’s hireling to craft a flask of Holy Water. The work takes 7 days and costs no money. You can spend GP during the creation process to increase the potency of the Holy Water. For every 100
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Legendary 19+ If appropriate, pick a monster or a location that is a thematic fit for the item to be crafted. For example, creating mariner’s armor might require the essence of a water weird. Crafting a
Crafting an Item A character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear. Resources and Resolution. In
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Legendary 19+ If appropriate, pick a monster or a location that is a thematic fit for the item to be crafted. For example, creating mariner’s armor might require the essence of a water weird. Crafting a
Crafting an Item A character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear. Resources and Resolution. In
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
terrifying new forms. Such a plot comes with both opportunities and pitfalls. On the one hand, waking up in Mordenheim’s laboratory, either recently changed into reborn (see chapter 1) or about to
. Self-Sacrifice. A massive sea beast attacks the characters’ ship. The characters save the other passengers but fall into the icy water. They awake to discover that Dr. Mordenheim has “saved” them
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
terrifying new forms. Such a plot comes with both opportunities and pitfalls. On the one hand, waking up in Mordenheim’s laboratory, either recently changed into reborn (see chapter 1) or about to
. Self-Sacrifice. A massive sea beast attacks the characters’ ship. The characters save the other passengers but fall into the icy water. They awake to discover that Dr. Mordenheim has “saved” them
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bridge woven of rothé wool allows patrons to cross the water to visit. Meeting Werz If the characters rescued Werz Saltbaron from the assassins (see “Darklake Docks”), he meets them at the Shattered
actually raw stones used in the crafting of spell gems. Werz met Kazook in Mantol-Derith (see chapter 9), and the two have been trading recently behind their superiors’ backs. He declines to mention this
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bridge woven of rothé wool allows patrons to cross the water to visit. Meeting Werz If the characters rescued Werz Saltbaron from the assassins (see “Darklake Docks”), he meets them at the Shattered
actually raw stones used in the crafting of spell gems. Werz met Kazook in Mantol-Derith (see chapter 9), and the two have been trading recently behind their superiors’ backs. He declines to mention this
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
reflective, and aspires to mastery. Its mages tend to use elemental forces of cold, water, and wind. The perspective of expression instead emphasizes the portrayal of personal emotional truths. Its mages value
, Octavia (a water elemental that looks like an enormous octopus) took up residence on campus and never left. After all, in its humble opinion, every student deserves the chance to see true art in
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
reflective, and aspires to mastery. Its mages tend to use elemental forces of cold, water, and wind. The perspective of expression instead emphasizes the portrayal of personal emotional truths. Its mages value
, Octavia (a water elemental that looks like an enormous octopus) took up residence on campus and never left. After all, in its humble opinion, every student deserves the chance to see true art in
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
to let Burgomaster Ulrich’s spirit find rest because of what he did to poor Marina. The ghost recounts Marina’s sad tale if prompted. Only by convincing Ulrich that Marina has been reborn in the form
wooden beams, and a floor submerged under 3 inches of stagnant water. The cellar contains two dozen empty, rotted casks from the Wizard of Wines winery. Each cask is labeled Champagne du le Stomp
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Underdark, all water travel involves either rowing at 1½ miles per hour, or floating with prevailing currents at 1 mile per hour. Characters can work in shifts to row more than 8 hours per day, but
Airborne and Waterborne Vehicles table in chapter 5 of the Dungeon Master’s Guide). This is a downtime crafting activity requiring one day’s work per raft. An even more makeshift craft might involve a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Underdark, all water travel involves either rowing at 1½ miles per hour, or floating with prevailing currents at 1 mile per hour. Characters can work in shifts to row more than 8 hours per day, but
Airborne and Waterborne Vehicles table in chapter 5 of the Dungeon Master’s Guide). This is a downtime crafting activity requiring one day’s work per raft. An even more makeshift craft might involve a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
to let Burgomaster Ulrich’s spirit find rest because of what he did to poor Marina. The ghost recounts Marina’s sad tale if prompted. Only by convincing Ulrich that Marina has been reborn in the form
wooden beams, and a floor submerged under 3 inches of stagnant water. The cellar contains two dozen empty, rotted casks from the Wizard of Wines winery. Each cask is labeled Champagne du le Stomp
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
dark corridor are covered with painted reliefs showing Omuan people hunting, harvesting fruit, planting crops, crafting weapons, feasting, fighting, weaving, and skinning animals. Eight empty torch
from this side, though three knock spells will do the trick. 19C. Sun Pool A glorious sun is carved on the ceiling, directly above a pool of still water. The ceiling reflected in the pool doesn’t show a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
dark corridor are covered with painted reliefs showing Omuan people hunting, harvesting fruit, planting crops, crafting weapons, feasting, fighting, weaving, and skinning animals. Eight empty torch
from this side, though three knock spells will do the trick. 19C. Sun Pool A glorious sun is carved on the ceiling, directly above a pool of still water. The ceiling reflected in the pool doesn’t show a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Frost Salamander Frost salamanders are natives of the Plane of Ice, also called the Frostfell, which rests between the Plane of Air and the Plane of Water. Frost salamanders especially like to hunt
hunt frost salamanders. Venturing into the Frostfell, they use large fires to lure these creatures into traps, then kill them and collect their hides and fangs for use in crafting weapons and armor
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Frost Salamander Frost salamanders are natives of the Plane of Ice, also called the Frostfell, which rests between the Plane of Air and the Plane of Water. Frost salamanders especially like to hunt
hunt frost salamanders. Venturing into the Frostfell, they use large fires to lure these creatures into traps, then kill them and collect their hides and fangs for use in crafting weapons and armor
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Salamander, Frost Frost salamanders are natives of the Plane of Ice, also called the Frostfell, which rests between the Plane of Air and the Plane of Water. Frost salamanders especially like to hunt
predators would avoid. Azers sometimes venture into the Frostfell, where they use large fires to lure frost salamanders into traps to kill them and collect their hides and fangs for use in crafting weapons
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Salamander, Frost Frost salamanders are natives of the Plane of Ice, also called the Frostfell, which rests between the Plane of Air and the Plane of Water. Frost salamanders especially like to hunt
predators would avoid. Azers sometimes venture into the Frostfell, where they use large fires to lure frost salamanders into traps to kill them and collect their hides and fangs for use in crafting weapons
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
occasional gargoyle attack, however. The myconids provide strangers with food, water, shelter, and safe passage through their small domain. 4a. Melding Cave Most of the myconids live in this cave, the
-foot radius and dim light for an additional 10 feet.
When not melding with its subjects, the myconid sovereign — named Floot — spends its time cultivating exotic mushrooms and crafting potions
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
occasional gargoyle attack, however. The myconids provide strangers with food, water, shelter, and safe passage through their small domain. 4a. Melding Cave Most of the myconids live in this cave, the
-foot radius and dim light for an additional 10 feet.
When not melding with its subjects, the myconid sovereign — named Floot — spends its time cultivating exotic mushrooms and crafting potions
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Encounter Locations The following encounters are keyed to the map of Zikran’s laboratory. Map 12.1: zikran’s laboratory View Player Version L1. Coral Spire A spire of coral rises from the water just
off the coast. Its base at sea level is ten feet across, and it tapers to a point forty feet above the water. Through the clear, gentle waves, you can see that it extends down into a coral reef that
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Encounter Locations The following encounters are keyed to the map of Zikran’s laboratory. Map 12.1: zikran’s laboratory View Player Version L1. Coral Spire A spire of coral rises from the water just
off the coast. Its base at sea level is ten feet across, and it tapers to a point forty feet above the water. Through the clear, gentle waves, you can see that it extends down into a coral reef that
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
secret until the Frostmaiden is reborn at the next winter solstice. In addition, Auril’s demise causes the uppermost levels of the fortress to collapse, as described in the “Fall of Grimskalle
height that puts it outside the range of its enemies. If the roc grapples a foe, it heads toward open water with its prize; once there, it drops the grappled creature into the water from a height of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
secret until the Frostmaiden is reborn at the next winter solstice. In addition, Auril’s demise causes the uppermost levels of the fortress to collapse, as described in the “Fall of Grimskalle
height that puts it outside the range of its enemies. If the roc grapples a foe, it heads toward open water with its prize; once there, it drops the grappled creature into the water from a height of
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
with images of air and water elementals locked in furious battle, within which is a Galder’s bubble pipe (see appendix D). A suit of Heward’s hireling armor (see appendix D). Components of value to
the characters. These include instructions and raw materials for crafting artificial bodies for the brains in jars, constructing a flying craft useful for escaping the monastery and further
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
with images of air and water elementals locked in furious battle, within which is a Galder’s bubble pipe (see appendix D). A suit of Heward’s hireling armor (see appendix D). Components of value to
the characters. These include instructions and raw materials for crafting artificial bodies for the brains in jars, constructing a flying craft useful for escaping the monastery and further
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, doing so with a successful DC 22 Strength (Athletics) check. Skabatha imprisons her most hated enemies inside the cell, which is filled with muddy water to a depth of 3 feet. The cell currently holds a
(1d4) fire damage; in addition, the creature is covered with a sticky, crunchy candy coating that is easily washed off with water. Cookbooks. Granny Nightshade has several cookbooks in her kitchen that
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
adventurers. Though they aren’t moved by vanity, duergar are extremely proud of their work, and praising the quality of duergar crafting can sometimes help outsiders in their dealings with the gray dwarves
Darklake. Not even the duergar risk drinking water from the Darklake, however, and with clean streams in short supply, the people of Gracklstugh cover this scarcity with Darklake Stout, the signature ale
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, or crafting site, or for other approved purposes. If the characters explore this area before or after orientation, it is set up to promote Extracurriculars, the rules of which appear earlier in the
, the Intramural Silkball Club, the Intramural Water-Dancing Club, the Mage Tower Cheer Squad, the Strixhaven Iron-Lifters Society, the Strixhaven Show Band Association, the Strixhaven Star, and