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Returning 35 results for 'cure replaces guard to have reason'.
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Spells
Player’s Handbook
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.
This spell closes all wounds
, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is
Backgrounds
Baldur’s Gate: Descent into Avernus
visit prosperous Bloomridge to try a fashionable restaurant or boutique, or watch a spectacle at the Oasis Theater, the patriars have little reason to venture into the dirtier, more dangerous parts of the
almost all the nobility of Baldur’s Gate. As a result, for those who wish to play patriars, the Patriar feature below replaces the Position and Privilege feature of the noble background. Those who
Backgrounds
Baldur’s Gate: Descent into Avernus
sound too good to be true, but common sense seems to be in short supply when you’re around. The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment — nothing
want.
4
I’m a born gambler who can’t resist taking a risk for a potential payoff.
5
I lie about almost everything, even when there’s no good reason to.
6
Sarcasm and
Backgrounds
Sword Coast Adventurer's Guide
You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across
Faerûn for being eccentric, spoiled, venal, and, above all else, rich.
Whether you are a shining example of the reason for this reputation or one who proves the rule by being an exception, people
True Resurrection
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all
its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and
Charlatan
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Player’s Handbook (2014)
-colored liquid will surely cure that unseemly rash, this ointment — nothing more than a bit of fat with a sprinkle of silver dust — can restore youth and vigor, and there’s a bridge in the
a born gambler who can’t resist taking a risk for a potential payoff.
5
I lie about almost everything, even when there’s no good reason to.
6
Sarcasm and insults are my
Kenku
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
the area patrolled by the guard did she explain that the noises indicated that the wingless folk had claimed that area, and that to trespass would be to court death.
— Gimble, Notes from a
. The kenku lack the talent to improvise or alter a plan, but a wise Master sets multiple plans in motion at once, confident that underlings can follow orders to the letter.
For this reason, many
races
Mordenkainen Presents: Monsters of the Multiverse
survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard
, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
: Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life
with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutralizes
any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
: Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life
with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutralizes
any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
: Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life
with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
: Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life
with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points. This spell closes all wounds, neutralizes
any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was Undead, it is restored to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Encounter 4: Mausoleum The City of the Dead is a public park dotted with mausoleums. The place is closed at night, with two City Guard soldiers (guards) stationed at each entry gate. A character can
Dead. They spend the night here, then disperse and return to the waking city at dawn — for a reason no one knows. Sir Ambrose Everdawn (LG male human Tethyrian knight), an aging servant of Kelemvor (god
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
districts and their neighborhoods. Although they might visit prosperous Bloomridge to try a fashionable restaurant or boutique, or watch a spectacle at the Oasis Theater, the patriars have little reason to
worldly savvy and local blindness characterizes almost all the nobility of Baldur’s Gate. As a result, for those who wish to play patriars, the Patriar feature below replaces the Position and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Encounter 4: Mausoleum The City of the Dead is a public park dotted with mausoleums. The place is closed at night, with two City Guard soldiers (guards) stationed at each entry gate. A character can
Dead. They spend the night here, then disperse and return to the waking city at dawn — for a reason no one knows. Sir Ambrose Everdawn (LG male human Tethyrian knight), an aging servant of Kelemvor (god
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
districts and their neighborhoods. Although they might visit prosperous Bloomridge to try a fashionable restaurant or boutique, or watch a spectacle at the Oasis Theater, the patriars have little reason to
worldly savvy and local blindness characterizes almost all the nobility of Baldur’s Gate. As a result, for those who wish to play patriars, the Patriar feature below replaces the Position and
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
districts and their neighborhoods. Although they might visit prosperous Bloomridge to try a fashionable restaurant or boutique, or watch a spectacle at the Oasis Theater, the patriars have little reason to
worldly savvy and local blindness characterizes almost all the nobility of Baldur’s Gate. As a result, for those who wish to play patriars, the Patriar feature below replaces the Position and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the Dessarin River, carrying the barge traffic (and river piracy) that interests the Cult of the Crushing Wave. The gnome town of Tulvar replaces Westbridge, while the Etterboek takes the place of
easily be set along Verbobonc’s river wharves. You can add Summit Hall and the Haunted Keeps as they stand to the area around Hommlet; there is no reason places such as these couldn’t be located in this
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the Dessarin River, carrying the barge traffic (and river piracy) that interests the Cult of the Crushing Wave. The gnome town of Tulvar replaces Westbridge, while the Etterboek takes the place of
easily be set along Verbobonc’s river wharves. You can add Summit Hall and the Haunted Keeps as they stand to the area around Hommlet; there is no reason places such as these couldn’t be located in this
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
districts and their neighborhoods. Although they might visit prosperous Bloomridge to try a fashionable restaurant or boutique, or watch a spectacle at the Oasis Theater, the patriars have little reason to
worldly savvy and local blindness characterizes almost all the nobility of Baldur’s Gate. As a result, for those who wish to play patriars, the Patriar feature below replaces the Position and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
restoring the machine to its primal state. Lum uses the warlord stat block, but is unarmed and has no attacks while under guard. He possesses sufficient knowledge to program the Infernal Machine
, allowing it to fully function according to its description now that the missing components have been restored. In his state of low-grade madness, Lum has no reason to not follow the agent’s orders and help
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
restoring the machine to its primal state. Lum uses the warlord stat block, but is unarmed and has no attacks while under guard. He possesses sufficient knowledge to program the Infernal Machine
, allowing it to fully function according to its description now that the missing components have been restored. In his state of low-grade madness, Lum has no reason to not follow the agent’s orders and help
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
leave an offering for the god with her priests before bathing. If Pharika deems an offering worthy, the waters rapidly cure diseases, heal wounds, and sometimes even remove magical curses. If the god
characters might have good reason to seek out healing pools when a malady is beyond their ability to treat. Medical tests that are being conducted near healing pools could also present opportunities for
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
leave an offering for the god with her priests before bathing. If Pharika deems an offering worthy, the waters rapidly cure diseases, heal wounds, and sometimes even remove magical curses. If the god
characters might have good reason to seek out healing pools when a malady is beyond their ability to treat. Medical tests that are being conducted near healing pools could also present opportunities for
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, if for no other reason than to honor Ispin Greenshield’s last wishes. If a character refuses, Mayor Raven offers to pay them 5 gp to be a judge during the battle, making sure no one uses real weapons
Regiment use the guard stat block. Members of the Vogler militia also use the guard stat block, but their spears are padded and deal no damage.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, if for no other reason than to honor Ispin Greenshield’s last wishes. If a character refuses, Mayor Raven offers to pay them 5 gp to be a judge during the battle, making sure no one uses real weapons
Regiment use the guard stat block. Members of the Vogler militia also use the guard stat block, but their spears are padded and deal no damage.
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
on Watch The prison has four guard towers (see area R9), and three guards in cold-weather clothing are stationed atop each one. If you need to make Wisdom (Perception) checks for the guards to
flying overhead—one guard descends into the tower to alert the rest of the prison while the others stay at their posts. Getting Inside If the characters use the cover Varrin provided, their ship arrives at
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
on Watch The prison has four guard towers (see area R9), and three guards in cold-weather clothing are stationed atop each one. If you need to make Wisdom (Perception) checks for the guards to
flying overhead—one guard descends into the tower to alert the rest of the prison while the others stay at their posts. Getting Inside If the characters use the cover Varrin provided, their ship arrives at
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
on Watch The prison has four guard towers (see area R9), and three guards in cold-weather clothing are stationed atop each one. If you need to make Wisdom (Perception) checks for the guards to
flying overhead—one guard descends into the tower to alert the rest of the prison while the others stay at their posts. Getting Inside If the characters use the cover Varrin provided, their ship arrives at
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
air and inform the characters that Garagai isn’t home. The wolves offer to stand guard outside while the characters enter the lodge and free the prisoners. Characters who suspect treachery can, with
reason why the wolves won’t enter the lodge? No ability check can answer this question; the characters must find out for themselves! In truth, the winter wolves expect Norsu to slaughter the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Waterdhavian Noble You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a
reputation across Faerûn for being eccentric, spoiled, venal, and, above all else, rich. Whether you are a shining example of the reason for this reputation or one who proves the rule by being an
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. For this reason, many kenku make an easy living serving as messengers, spies, and lookouts for thieves’ guilds, bandits, and other criminal cartels. A network of kenku can relay a bird call or similar
noise across the city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery. Since kenku can precisely reproduce any sound, the messages they carry