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Returning 22 results for 'cure repairs gnomes to have reflection'.
Backgrounds
Ghosts of Saltmarsh
ink, an ink pen, a set of traveler’s clothes, and a leather pouch with 10 gp
FEATURE: I'LL PATCH IT!
Provided you have carpenter’s tools and wood, you can perform repairs on a
Reflection. Muddied water always clears in time. (Any)
6
Hope. The horizon at sea holds the greatest promise. (Any)
D6
BOND
1
I must visit all the oceans
Species
Dragonlance: Shadow of the Dragon Queen
them. Altered by unbridled magic, a group of gnomes were transformed and given almost supernatural curiosity and fearlessness. These were the first kender.
Originating on the world of Krynn, kender are
example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature that has the Construct type.
Life Span
The typical life span of a player character in the D&D
Species
Spelljammer: Adventures in Space
Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.
An
you like to identify what event set you on the path to adventure. If nothing on the table appeals to you, work with your DM to create an origin story for your character.
Like gnomes, autognomes can
races
Mordenkainen Presents: Monsters of the Multiverse
Deep gnomes, or svirfneblin, are natives of the Underdark and are suffused with that subterranean realm’s magic. They can supernaturally camouflage themselves, and their svirfneblin magic
renders them difficult to locate. These abilities have enabled them to survive for generations among the perils of the Underdark.
Like other gnomes, deep gnomes can live for centuries, up to 500 years
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
advice on how they might help cure Korboz and rescue King Gnerkli. Fibblestib and Dabbledob consider the mystery of the vanishing gnomes of secondary importance to their mission of aiding their kings
Gnomengarde’s foremost inventors, they are trying to dream up an invention that will cure King Korboz’s madness. Fibblestib’s proposal is a “sanity ray.” Dabbledob thinks that’s dumb, and wants to build
Orc
Legacy
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races
Mordenkainen Presents: Monsters of the Multiverse
Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness
in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
such places, particularly those that serve as druid groves. Eldath is a goddess of comfort, healing, and calm. Her blessed waters heal the sick, cure madness, and comfort the dying. Most rural places
have a pond or a glade that locals ascribe to Eldath. Tradition dictates that it be a place of quiet reflection where others are left to their thoughts. A body of water such as a pond or a spring
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
construction and repairs. Goblin Mindset Chief Yarb-Gnock has taught the goblins to seize their destiny and stop at nothing to get what they want. Opportunistic creatures that they are, they take any sign of
Karkolohk. Moreover, the goblins who live here detest non-goblins, especially gnomes. Were the goblins just a little smarter, they would see through Chief Yarb-Gnock’s crude disguise and the magic he uses to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Diseases
A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering
on party resources, curable by a casting of lesser restoration. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
enclave and wipe out the deep gnomes. A 20-foot-high stone building stands in the northeast corner of the warehouse. Inside this unlocked building, Ghuldur Flagonfist and Krimgol Muzgardt (a pair of male
-studded robe is worth 750 gp. Development. If the characters cure Yantha’s madness, she confesses to giving Krimgol’s black gem to her apprentice, Flink Thunderbonk. She doesn’t know Flink’s current
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
set of traveler’s clothes, and a leather pouch with 10 gp Feature: I’ll Patch It! Provided you have carpenter’s tools and wood, you can perform repairs on a water vehicle. When you use this ability, you
lacking is the greatest disappointment. (Evil) 5 Reflection. Muddied water always clears in time. (Any) 6 Hope. The horizon at sea holds the greatest promise. (Any) Shipwright Bonds d6 Bond 1 I
Magic Items
Infernal Machine Rebuild
, necessitating seven days’ worth of repairs and reprogramming, as well as the expenditure of 500 gp in parts, before it can be used again. When these repairs are done, the cumulative chance of
(your choice).
The cure wounds spell restores no hit points for you.
13
You have an innate sense of direction. You automatically succeed on ability checks made to avoid becoming lost.
Whenever
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
characters search for a cure and try to stop the contagion’s spread. Rest and Recuperation If a creature infected with a magical contagion spends 3 days recuperating, engaging in no activities that
these contagions to suit your campaign. Cackle Fever Magical Contagion Cheaply made potions and elixirs are sometimes tainted by Cackle Fever, which affects Humanoids only (gnomes are strangely
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
characters search for a cure and try to stop the contagion’s spread. Rest and Recuperation If a creature infected with a magical contagion spends 3 days recuperating, engaging in no activities that
these contagions to suit your campaign. Cackle Fever Magical Contagion Cheaply made potions and elixirs are sometimes tainted by Cackle Fever, which affects Humanoids only (gnomes are strangely
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
here, add: Crouching in the middle of the cavern is a gaunt gnoll with ravenous eyes and the foul stench of the grave coming from it. The creature does not cast a reflection.
Ranged attack rolls made
Cure Wounds. This charm allows you to cast the cure wounds spell (3rd-level version) as an action, no components required. Your spellcasting ability for this charm is Wisdom. Once used, this charm
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Speak with Small Beasts trait common among forest gnomes.
Guide. You and your companions receive help from a guide who can guarantee safe passage through a particular region of the Feywild (such as
appearance becomes more rat-like (beady eyes, whiskers, small ears, pointy nose, little hands and feet, and a rat’s tail). This transformation has no game effects. 7 You cast no reflection
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
failure, the creature is deafened for 1 minute. 73–78 One character in the region gains the ability to cure afflictions for 1 hour. As an action, they can cast lesser restoration or greater restoration
) checks made against those creatures have disadvantage, and the creatures have disadvantage on Charisma (Persuasion) checks made against anyone who notices their lack of reflection. When they leave the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Can the characters spare 1,000 gp (a tenth of the sailing ship’s worth) for repairs? And what happens if the ship gets into trouble and the characters are constantly called upon to rescue the crew and
successful adventuring franchise made up only of gnomes and halflings. Its members had gained enough prestige and capital to acquire the lighthouse, which undergoes an endless spate of renovations. A
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
contains copper nails, and the cask is three-quarters full of hard, dry tar. These supplies are used to make regular repairs about the ship. 6. Ship’s Galley A crude metal stove, not lit, leans against
the base of the mast.
As you move your light back and forth, you catch a yellow reflection in one of the garbage piles.
A number of rats eke out a precarious existence here, but they are of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
they catch your reflection.
This chamber was once used by the priests of the temple for meditation, and its magic is still intact. Two-sided mirrors set along the outside walls of this area reflect
cover this area and hang as freestanding walls inside it show a super-realistic reflection of everything in the room, including the other mirrors—quickly creating a confusing cascade of images. Any
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
svirfneblin. The gnomes cast blur as a last-ditch effort, and their magic soaked into the room, making everything within it harder to see. Attacks against creatures or objects in the room have disadvantage
to the brown mold growing on the other side of it. Statues. The six statues pushed into the corners are two dwarves, a drow, two quaggoths, and a basilisk that saw its own reflection. Each is
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
size of apples into metal crates on a workbench, while a fourth, less threatening robot repairs several wrecked machines.
Three combat robots operate in this area. The robots are indifferent toward
, vainly attempting to find a cure for the mold that claimed the ship’s Humanoid population a century or so ago. The android is indifferent toward the characters and deeply focused on its work. If a