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Returning 11 results for 'decide infused are bathing'.
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Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide). Your infusion remains in an item indefinitely
infusion for another one. You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide). Your infusion remains in an item indefinitely
infusion. You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master’s Guide). Your infusion remains in an item
can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
flame storm usually lasts 2d4 minutes, though the originating storm clouds can persist for days, creating multiple flame storms. Necrotic Tempest. Storms infused with the essence of death roil with
Echoes Occasionally a place becomes infused with the powerful emotions of those who once dwelt, worked, celebrated, or suffered there. Areas with emotional echoes are typically associated with one common
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, that knot is undone, sometimes resulting in a surge of magical energy. You can use the Dragon Death Throes table to help you decide what happens when a dragon dies. Characters who slay a dragon are often
for a short time. Drinking or bathing in the dragon’s blood; sleeping entombed in the carcass; or consuming the dragon’s heart, brain, eyes, breath-producing organ, or muscle can be an effective way
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements
Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
gave up his pursuits in this area. Thin wires set into the walls of the room beyond the secret door buzz with magic, bathing the room in a blue glow. This chamber is filled with disparate gears
wants desperately to return to Mechanus. You can decide whether the characters can help Stevie with this plight as a side trek or a downtime activity. Alternatively, the modron might have been
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
double door. The lever is directly above the doors. Z3: Mess Hall Blue-tinted lava flows through geometric carvings that run along the walls’ top edges, bathing the room in eerie light. Three
. This monument is now infused with evil Far Realm energy. The first time a character touches or examines the shrine, the character must make a DC 20 Charisma saving throw. On a failed save, the character
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
in the air.
This bathhouse is built around a natural hot spring. The pool is 10 feet deep, and its magically infused waters grant several benefits. Water removed from the pool loses its magic in 10
and arranging boxes. T9. Guest Rooms All the rooms in this area have the same basic features, plus additional contents related to their occupants. You can decide how many rooms are occupied based on
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
that aren’t relevant to the part of the adventure you’re running now. You can assume that the Believers decide to keep a low profile as long as adventurers are asking questions about the missing
functions as a dressmaker’s shop and fitting room. Beyond two sets of doors are bathing chambers that emanate pleasant smells and warm dampness. Unlike Tarnlar’s down the street, Haeleeya’s caters to
compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
with a guild that easily provides a villain to face. A few guilds make very straightforward villains: Gruul, Rakdos, Dimir, and Golgari. Let a die decide the guild, using the Random Guilds table in
the ire of the Boros and the Selesnya, who care about the folk who get caught in the crosshairs. Arresters might decide to crack down on unsafe Izzet laboratory practices, illegal Rakdos performances






