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Returning 25 results for 'dawn inspire are barriers'.
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Magic Items
Dungeon Master’s Guide
ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates
4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property can’t be used again until the next dawn.
Paralyze. When you hit a creature
Magic Items
Princes of the Apocalypse
benefits while wearing the crown:
You have resistance to psychic damage.
You have advantage on saving throws against effects that would charm you.
You can use a bonus action to inspire one creature you
roll, or saving throw it makes. This uses 1 charge from the crown. It has 3 charges, and it regains 1d3 expended charges daily at dawn.
Rod of Lordly Might
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and
4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.
Paralyze. When you hit a creature with a melee
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Throughout the adventure, highlight how the Feywild has influenced the land, with vegetation and animals demonstrating friendly or capricious behavior, the sun rising amid a psychedelic dawn, or characters
fraying planar boundaries might also allow glimpses into other planes or ghostly appearances of strange figures. Let Atagua’s place between the real and surreal inspire your descriptions.
Orc
Legacy
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Species
Volo's Guide to Monsters
swallow a stone.
A tribute of elf ears brings favor from Gruumsh.
If you bury five stones at dawn before a long journey, you will always find your way back to the war hearth.
Stomping your foot three
tribe to the death.
2
Every serious choice I make must be decided by signs or omens from the gods.
3
I carry the teeth of a great warrior. They inspire me to commit great deeds in battle
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Creating a Gold Dragon Use the Gold Dragon Personality Traits and Gold Dragon Ideals tables to inspire your portrayal of distinctive gold dragon characters, and use the Gold Dragon Spellcasting table
the motivation to overcome my barriers, then their matter is unworthy of my attention.
8 On a long enough timescale, all actions are meaningless. So why should I deny myself anything?
Gold
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no
. Once used, this property can’t be used again until the next dawn. Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and
extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property can’t be used again until the next dawn. Paralyze. When you hit a creature
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
doors, barricades, and other barriers. If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a
damage. This property can’t be used again until the next dawn. Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the
saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can’t be used again until the next dawn
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
but also to inspire hope. Relentless despair gradually beats characters down and takes the fun out of adventures. Punctuate your horror tales with moments of relief, comedy, and fortuitous coincidences. These moments of hope help characters push through the dark to the thrill of dawn.
creepy manors suit ghostly inhabitants, so does each domain inspire and encourage a distinct type of terror. Details on how to create your own domains appear in chapter 2, while chapter 3 describes some of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
eldritch machines or interaction with extraplanar entities. There are also manifest zones: places in the material plane where the barriers are thin and where some aspects of a plane can bleed through
celestials and fiends that embody these ideas. Irian: The Eternal Dawn. A plane of light and hope, Irian is the source of positive energy in Eberron. Kythri: The Churning Chaos. The plane of chaos and change
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
reflect their demeanors: a flamboyant, golden disc for the Lightcaller and a closed, silver helmet for the coolly distant Nightwhisperer. The circadian monarchs swap places at dusk and dawn, and
they’re never seen together. They enforce the town’s cardinal rule: “Do no evil.” Evil, as it stands, isn’t as plain as day and night. Though violence is rare, musing spirits inspire townsfolk to push the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
wearing the crown: You have resistance to psychic damage. You have advantage on saving throws against effects that would charm you. You can use a bonus action to inspire one creature you can see that is
it makes. This uses 1 charge from the crown. It has 3 charges, and it regains 1d3 expended charges daily at dawn. Orcsplitter Weapon (greataxe), legendary (requires attunement by a good-aligned dwarf
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
on a DC 15 Intelligence (Arcana) check, you learn which of the two results is more applicable to the course of action. This property of the coin can’t be used again until the next dawn.
COIN OF
DECISIONRY
Inspired Decision Starting at rank 3, whenever a serious franchise vote is taken and the result goes the way you voted, you can inspire the rest of the franchise team with a brief speech
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
item: requires piety 50 or higher You can use these additional blessings for your campaign, or use them to inspire more supernatural gifts. Blessing of Farsight (Requires Piety 3+). You have advantage
minute. Once you use this blessing, you can’t use it again until the next dawn. Blessing of Resilience (Requires Piety 3+). When you are about to take acid, cold, fire, lightning, or thunder damage, you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Baldur’s Gate or through the spiderweb-filled alleys of Menzoberranzan might inspire you to create your own table. Splitting Up Creatures being chased can split up into smaller groups. This tactic forces
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
of the Dawn As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit a flash of light in a 30-foot Emanation originating from yourself. Any magical Darkness
enemies in the Bright Light have Disadvantage on saving throws against your Radiance of the Dawn and any spell that deals Fire or Radiant damage. You can use this feature a number of times equal to your
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
story of Yondalla begins at the dawn of the world, when halflings were timid wanderers, scraping out a meager existence. The goddess Yondalla took note of them and decided to adopt the halflings as her
artful trickery and narrow escapes, inspire many young halflings to play at roguish pursuits. In their imagination, a grain silo becomes a lofty wizard’s tower to scale in search of treasures, or a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
jagged rocks amid a sea of gravel. Anauroch’s most southerly part is the Sword — a hot, sandy desert. Use the Desert Monsters table in appendix B of the Dungeon Master’s Guide to inspire encounter ideas
that are barred at night. (From sunset until dawn, someone who wants to enter or leave can pay a stiff fee to be raised and lowered on a rope-slung chair, but nothing can be taken along beyond what
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
various faiths Framed painting (worth 7,500 GP) of a silver-haired, golden-eyed aasimar whose facial expression, attire, and hairstyle magically change daily at dawn Eight music boxes (worth 250 GP
door in Yemi’s way. Yemi’s Story. In her twenties and thirties, Yemi belonged to a subversive group of musicians called the Key. They used their music to inspire rebellions in lands plagued by tyrants
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the ground. Each day at dawn, highsun, and dusk, there is a cumulative 10 percent chance that a friendly druid (NG male or female moon elf) visits the site. The druid doesn’t stay long but urges
characters seeking assistance to wait for the cathedral’s caretaker to return. If they heed the druid’s advice, assume that the caretaker returns at the next dawn. The primary caretaker of Shadowtop
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
property again until the next dawn. Condition Immunities. While attuned to the book, you can’t be charmed or frightened. Evil Presence. The book houses an evil spirit that is hostile toward you. When
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
will as they do, behold a vision to inspire their next creation. The reflective period can be dawn to dusk, midnight to midday, or any other period. As the Unrolling Scroll stands in the Upper City
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
as they do, behold a vision to inspire their next creation. The reflective period can be dawn to dusk, midnight to midday, or any other period. As the Unrolling Scroll stands in the Upper City, though






