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Returning 13 results for 'drops inspire are been'.
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Compendium
- Sources->Dungeons & Dragons->Monster Manual
nests are typically littered with treasure and uneaten prey. Roll on or choose an option from the Roc Nest Remnants table to inspire what’s in a roc’s nest. Roc Nest Remnants 1d6 The Roc’s Nest Holds
.
Bonus Actions
Swoop (Recharge 5–6). If the roc has a creature Grappled, the roc flies up to half its Fly Speed without provoking Opportunity Attacks and drops that creature.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
beauty—natural or otherwise—risk returning as a banshee.
All manner of torments might give rise to a banshee. Roll on or choose a result from the Banshee Sorrows table to inspire how a banshee’s
. Failure: If the target has 25 Hit Points or fewer, it drops to 0 Hit Points. Otherwise, the target takes 10 (3d6) Psychic damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
importance. Roll on or choose a result from the Weretiger Wards table to inspire what a weretiger defends.
Weretiger Wards 1d4 The Weretiger Protects A...
1 Legendary weapon or symbol of
following effect. Constitution Saving Throw: DC 13. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Weretiger under the DM’s control and has 10 Hit Points
Compendium
- Sources->Dungeons & Dragons->Monster Manual
frightened by their appearance.
Sea hags cloak themselves in illusions to work their schemes. Roll on or choose a result from the Sea Hag Disguises table to inspire a sea hag’s illusion and how they
) Slashing damage.
Death Glare (Recharge 5–6). Wisdom Saving Throw: DC 11, one Frightened creature the hag can see within 30 feet. Failure: If the target has 20 Hit Points or fewer, it drops to 0 Hit
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
create cultural touchstones and shape modern philosophies. They also embody the potential of mortals to be more than mere drops in the raging river of fate. Tales of heroes teach that greatness is
archetypes teach and inspire, whether they’re represented in tales of journeys or creation, in sculptures rising above polis roofs, or in the temples of the gods. Throughout Theros, those who seek
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
them at headquarters. (Certainly, reminding the characters of what happened to the last two franchise headquarters that held orrery components should be enough to inspire them to hold onto the
wagon wheel has just given out. Repairing Dabahl’s wagon takes at least 1 hour and requires a successful DC 18 Strength (Athletics) or Wisdom (Survival) check. The DC drops to 10 if the characters
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
and effects. Described below are a few of the general purposes a trap might have. Use them to inspire the creation of your own traps. Alarm. An alarm trap is designed to alert an area’s occupants of
escape, but it serves its purpose by impeding intruders. Other examples of delaying traps include collapsing walls, a portcullis that drops from the ceiling, and a locking mechanism that shuts and bars a
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
they’re not necessarily bonds. People can be bonds if they inspire you, motivate you, or make you act against your best interests. (They can represent flaws if their existence amounts to a weakness
your renown score drops below the threshold for a rank or privilege you have attained, you lose that benefit. Even if you regain the lost renown, you might find it more difficult to again secure a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
following tenets:
Endeavor to be known by your deeds. Face hardships with courage. Inspire others to strive for glory. Level 3: Inspiring Smite Immediately after you cast Divine Smite, you can expend one
against a creature you can see within 30 feet of yourself. You have Advantage on attack rolls against the creature for 1 minute or until you use this feature again.
If the creature drops to 0 Hit
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
fog. One-eyed shivers inspire dread and fear in all who meet them, including their fellow cultists. Only the leaders of the Crushing Wave cult dare to give commands to these masters of icy magic. One
water, ice storm
5th level (1 slot): scrying
Water Walk. Gar can stand and move on liquid surfaces as if they were solid ground.
Watery Fall. When Gar drops to 0 hit points, his body collapses into
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
curse, but a character who succeeds on a DC 11 Intelligence (Arcana or Religion) check can go through the motions to calm Incindorita and inspire the crew. Spot the Rocks. Captain Nuxoll needs someone
-teller The fortune-teller asks for a donation. A character who drops one or more coins (no action required) gains advantage on their next d20 roll.
3 Weapons A creature on the barge can find and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the two dragons like it that way. If the characters explore the Mere, use the Swamp Monsters table in appendix B of the Dungeon Master’s Guide to inspire encounter ideas. Mines of Mirabar The rugged
plays regular games with the village constable, Jorok Narm (N male half-orc veteran), who drops in after work hours for a drink or two before retiring for the evening. Two retired members of the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
inspire life to propagate along alien paths. Consider rolling on the Far Realm Effects table when the following circumstances occur in a region touched by the Far Realm: A warlock whose Otherworldly
The temperature in the region drops by 10 degrees Fahrenheit every hour for the next 1d6 hours, after which the temperature returns to normal. If cold enough, ice crystals form in sinister patterns






