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Returning 35 results for 'curve remote gain to have reagents'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
this demon lord is a warning that not all that is beautiful is good. Every plane and curve of his nine-foot-tall body, every glance of his burning eyes, promises a mixture of pleasure and pain. Graz
;{"diceNotation":"1d10","rollType":"roll"} days.
Cultists of Graz’zt
Graz’zt grants his cultists special abilities. His cultists can gain the Joy from Pain trait, while his cult leaders
Monsters
Mordenkainen Presents: Monsters of the Multiverse
save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three
successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to gain another level of exhaustion. Once the target reaches
Monsters
Bigby Presents: Glory of the Giants
have the deafened condition for 1 minute.A slumbering scion of Memnor appears as a dense, slowly drifting tower of clouds that never dissipates. Often, this cloud lingers over a remote valley, creating
. A creature can be affected only once by this compulsion.
Empowered Cloud Giants. Cloud giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls.
Mischievous Whispers
Monsters
Bigby Presents: Glory of the Giants
turn.A slumbering scion of Memnor appears as a dense, slowly drifting tower of clouds that never dissipates. Often, this cloud lingers over a remote valley, creating a constantly overcast sky. Sapient
once by this compulsion.
Empowered Cloud Giants. Cloud giants within 1,000 feet of the scion gain a +8 bonus to attack and damage rolls.
Mischievous Whispers. Whispers can be heard on the wind within
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth
of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in
Monsters
Eberron: Rising from the Last War
Belashyrra must succeed on a DC 22 Constitution saving throw or take 19 (3d12);{"diceNotation":"3d12","rollType":"damage","rollAction":"Rend Reality","rollDamageType":"force"} force damage and gain
’s lair is known to touch remote areas of the Shadow Marches and caverns below Xen’drik. A region containing a passage to Belashyrra’s lair is warped by its magic, which creates one or
Backgrounds
Sword Coast Adventurer's Guide
few miles from where they were born.
You aren’t one of those folk.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are
speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and
monsters
Wild Titan is the wilderness made manifest, created long ago by a forgotten will for a purpose that none know. Favoring solitude in the most remote places of the world, when it encounters settlements
that finishes a Long Rest in this area must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level. A creature that doesn't require food succeeds automatically.
If the Wild Titan dies or moves its lair elsewhere, these effects end immediately.Cold
backgrounds
relies on the proficiency, or slowly emerge as you struggle to solve a problem. Once you choose one of these features, you can’t choose another one until you gain a level.
The GM might rule that you
your thoughts wander.
5
Rainbow colors, such as those on a soap bubble or oil slick, fill you with unexplained terror.
6
You have a fragmented recollection of traveling to a remote place
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Alchemist The magic of both alchemists and witches relies on a powerful multiversal truth: mortals can’t resist anything with bubbles.
Tasha
An Alchemist is an expert at combining reagents to
peace. Tool Proficiency 3rd-level Alchemist feature You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Alchemist
Alchemist with Homunculus Servant
An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy
is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace. Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Alchemist The magic of both alchemists and witches relies on a powerful multiversal truth: mortals can’t resist anything with bubbles.
Tasha
An Alchemist is an expert at combining reagents to
peace. Tool Proficiency 3rd-level Alchemist feature You gain proficiency with alchemist’s supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Alchemist
Alchemist with Homunculus Servant
An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy
is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace. Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Alchemist An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions
, and its versatility has long been valued during times of war and peace.
Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with alchemist’s supplies. If you
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Alchemist An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions
, and its versatility has long been valued during times of war and peace.
Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with alchemist’s supplies. If you
classes
Basic Rules (2014)
circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the
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3
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1
1
1
20th
+6
Signature Spells
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3
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1
Class Features
As a wizard, you gain the following class features.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Hells that has opened in the remote wilderness. A close-knit band of loyal friends strives to overcome the forces of a tyrannical overlord. An epic-fantasy campaign emphasizes the conflict between good
gain or ambition, and facing incredible dangers without blinking. Characters might struggle with moral quandaries, fighting the evil tendencies within themselves as well as the evil that threatens the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Hells that has opened in the remote wilderness. A close-knit band of loyal friends strives to overcome the forces of a tyrannical overlord. An epic-fantasy campaign emphasizes the conflict between good
gain or ambition, and facing incredible dangers without blinking. Characters might struggle with moral quandaries, fighting the evil tendencies within themselves as well as the evil that threatens the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. Bonus Proficiencies When you choose this archetype at 3rd level, you gain
someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. Bonus Proficiencies When you choose this archetype at 3rd level, you gain
someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Hexblood Traits You have the following racial traits. Creature Type. You are a Fey. Size. You are Medium or Small. You choose the size when you gain this lineage. Speed. Your walking speed is 30 feet
you gained from it. If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Darkvision. You can see in dim light
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Hexblood Traits You have the following racial traits. Creature Type. You are a Fey. Size. You are Medium or Small. You choose the size when you gain this lineage. Speed. Your walking speed is 30 feet
you gained from it. If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Darkvision. You can see in dim light
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Dragon, and can be counted on to be present at the Well of Dragons when Tiamat makes her triumphant return from the Nine Hells. Arauthator’s chief lair is beneath a remote peak known as Lonefang
Arauthator seeks a way to gain her commitment. At one time, Arveiaturace served a wizard named Meltharond, whose corpse remains strapped to a saddle on the dragon’s back. She has never accepted his death
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
or animal form, they gain a devastating goring attack through which their curse is spread. A wereboar infects other creatures indiscriminately, relishing the fact that the more its victims resist the
curse, the more savage and bestial they become. Wereboars live in small family groups in remote forest areas, building ramshackle huts or dwelling in caves. They are suspicious of strangers but
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Dragon, and can be counted on to be present at the Well of Dragons when Tiamat makes her triumphant return from the Nine Hells. Arauthator’s chief lair is beneath a remote peak known as Lonefang
Arauthator seeks a way to gain her commitment. At one time, Arveiaturace served a wizard named Meltharond, whose corpse remains strapped to a saddle on the dragon’s back. She has never accepted his death
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
or animal form, they gain a devastating goring attack through which their curse is spread. A wereboar infects other creatures indiscriminately, relishing the fact that the more its victims resist the
curse, the more savage and bestial they become. Wereboars live in small family groups in remote forest areas, building ramshackle huts or dwelling in caves. They are suspicious of strangers but
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight. Divination Savant Beginning when you
, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest. Darkvision. You gain darkvision out to a range of 60 feet, as
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight. Divination Savant Beginning when you
, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest. Darkvision. You gain darkvision out to a range of 60 feet, as
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
alleviates the risk of players losing interest. For example, if the overall story of your adventure involves a quest to deliver a priceless relic to a remote monastery, each encounter along the way is an
sworn to protect might be sentient, cursed, or difficult to transport. Retrieve an Object. The adventurers must gain possession of a specific object in the area of the encounter, preferably before combat
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Wholeness of Body At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this
feature again. Tranquility Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Patron Benefits With an inquisitive agency as your group’s patron, you gain the following benefits: Compensation. You can collect fees from your clients when you undertake investigations on their
the Five Nations, but even in remote corners of the wilderness where trackers and prospectors ply their trade. At the DM’s discretion, your contacts might direct you to new cases, offer you leads in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
alleviates the risk of players losing interest. For example, if the overall story of your adventure involves a quest to deliver a priceless relic to a remote monastery, each encounter along the way is an
sworn to protect might be sentient, cursed, or difficult to transport. Retrieve an Object. The adventurers must gain possession of a specific object in the area of the encounter, preferably before combat
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Wholeness of Body At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this
feature again. Tranquility Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Patron Benefits With an inquisitive agency as your group’s patron, you gain the following benefits: Compensation. You can collect fees from your clients when you undertake investigations on their
the Five Nations, but even in remote corners of the wilderness where trackers and prospectors ply their trade. At the DM’s discretion, your contacts might direct you to new cases, offer you leads in
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Graz’zt The appearance of this demon lord is a warning that not all that is beautiful is good. Every plane and curve of his nine-foot-tall body, every glance of his burning eyes, promises a mixture
his cultists special abilities. His cultists can gain the Joy from Pain trait, while his cult leaders can gain the Master of Pleasures trait. Joy from Pain. Whenever this creature suffers a critical