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Returning 35 results for 'dungeon and druidic talks from'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
;Divine Rank” sidebar in the Dungeon Master’s Guide.) Auril’s beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in
unfeeling entity.
Have Auril speak only when necessary. The less she talks, the less risk you have of unintentionally demystifying her in the eyes of your players. Let her actions, not her words
Monsters
Icewind Dale: Rime of the Frostmaiden
winter’s cruelty. (For information on what defines a lesser god, see the “Divine Rank” sidebar in the Dungeon Master’s Guide.) Auril’s beloved ice grasps all things in her
incapable of showing mercy or compassion. Play her as a supremely cold and unfeeling entity.
Have Auril speak only when necessary. The less she talks, the less risk you have of unintentionally
Monsters
Icewind Dale: Rime of the Frostmaiden
neutral evil lesser god of cold indifference who embodies winter’s cruelty. (For information on what defines a lesser god, see the “Divine Rank” sidebar in the Dungeon Master&rsquo
. The less she talks, the less risk you have of unintentionally demystifying her in the eyes of your players. Let her actions, not her words, define her.
Lesser gods in the D&D multiverse are
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragons in Play This chapter is intended for the Dungeon Master. The ideas and tables herein can help inspire you as you prepare to use dragons in your D&D game, whether you’re building a single
climactic encounter or planning a whole campaign around these marvelous creatures. The material here builds on what’s in the Dungeon Master’s Guide and the “Dragons” section of the Monster Manual. It’s
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragons in Play This chapter is intended for the Dungeon Master. The ideas and tables herein can help inspire you as you prepare to use dragons in your D&D game, whether you’re building a single
climactic encounter or planning a whole campaign around these marvelous creatures. The material here builds on what’s in the Dungeon Master’s Guide and the “Dragons” section of the Monster Manual. It’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual
table to inspire what mysteries a treant protects. Treant Secrets 1d6 The Treant Is... 1 Blessed by a god and grows magic fruit. 2 Growing atop the entrance to a dungeon or portal to the Feywild
. 3 Home to a community of pixies or sprites. 4 The last lore keeper of lost druidic knowledge. 5 Rooted on a hero’s burial mound and animates trees that look like questing knights. 6 Scarred by a fire
Compendium
- Sources->Dungeons & Dragons->Monster Manual
table to inspire what mysteries a treant protects. Treant Secrets 1d6 The Treant Is... 1 Blessed by a god and grows magic fruit. 2 Growing atop the entrance to a dungeon or portal to the Feywild
. 3 Home to a community of pixies or sprites. 4 The last lore keeper of lost druidic knowledge. 5 Rooted on a hero’s burial mound and animates trees that look like questing knights. 6 Scarred by a fire
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
containing 1d10 silvered arrows 61–62 A gold nugget the size of a dwarf’s fist (50 gp) 63–64 A stoppered vial of serpent venom (see chapter 8 of the Dungeon Master’s Guide) 65–66 An engraved ivory
–72 Potion of animal friendship 73–74 Potion of vitality 75–76 Spell scroll (choose a 1st-level spell) 77–78 A stoppered vial of wyvern poison (see chapter 8 of the Dungeon Master’s Guide) 79–80 An
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
containing 1d10 silvered arrows 61–62 A gold nugget the size of a dwarf’s fist (50 gp) 63–64 A stoppered vial of serpent venom (see chapter 8 of the Dungeon Master’s Guide) 65–66 An engraved ivory
–72 Potion of animal friendship 73–74 Potion of vitality 75–76 Spell scroll (choose a 1st-level spell) 77–78 A stoppered vial of wyvern poison (see chapter 8 of the Dungeon Master’s Guide) 79–80 An
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, the characters discover a peculiar property of the map: it talks! Whenever they arrive at one of the locations described in this chapter, the voice of the cartographer emanates from the map to reveal
character must make a DC 15 Wisdom saving throw. On a failed save, the character contracts a random form of madness determined by rolling on the Short-Term Madness table in chapter 8 of the Dungeon
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, the characters discover a peculiar property of the map: it talks! Whenever they arrive at one of the locations described in this chapter, the voice of the cartographer emanates from the map to reveal
character must make a DC 15 Wisdom saving throw. On a failed save, the character contracts a random form of madness determined by rolling on the Short-Term Madness table in chapter 8 of the Dungeon
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
dungeon.
The following tables allow you to generate random tricks. Roll first to determine an object that the trick is placed on, then roll to determine the nature of the trick. Some tricks are
, or turns into a monster 85–87 Casts suggestion on the characters 88–90 Wails loudly when touched 91–93 Talks (normal speech, nonsense, poetry and rhymes, singing, spellcasting, or screaming) 94–97 Teleports characters to another place 98–00 Swaps two or more characters’ minds
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
dungeon.
The following tables allow you to generate random tricks. Roll first to determine an object that the trick is placed on, then roll to determine the nature of the trick. Some tricks are
, or turns into a monster 85–87 Casts suggestion on the characters 88–90 Wails loudly when touched 91–93 Talks (normal speech, nonsense, poetry and rhymes, singing, spellcasting, or screaming) 94–97 Teleports characters to another place 98–00 Swaps two or more characters’ minds
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
love with Yinark, a wizard in league with Halaster, and returned with him to Undermountain. Her happiness faded quickly when the dungeon proved to be a far cry from the woods she called home. Determined
. She has darkvision out to a range of 60 feet. She has advantage on saving throws against being charmed, and magic can’t put her to sleep. She speaks Common, Druidic, and Elvish.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
love with Yinark, a wizard in league with Halaster, and returned with him to Undermountain. Her happiness faded quickly when the dungeon proved to be a far cry from the woods she called home. Determined
. She has darkvision out to a range of 60 feet. She has advantage on saving throws against being charmed, and magic can’t put her to sleep. She speaks Common, Druidic, and Elvish.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Campaign” in chapter 1 of the Dungeon Master’s Guide.) You are expected to expand your trade and branding throughout the region. You’ll seize new markets, develop new offerings, increase your network
involved in making those decisions. Whenever this book talks about a franchise collectively — and in particular, when it talks about decisions being made by a franchise — the understanding is that all
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Campaign” in chapter 1 of the Dungeon Master’s Guide.) You are expected to expand your trade and branding throughout the region. You’ll seize new markets, develop new offerings, increase your network
involved in making those decisions. Whenever this book talks about a franchise collectively — and in particular, when it talks about decisions being made by a franchise — the understanding is that all
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Slots per Spell Level—— Level Proficiency Bonus Class Features Wild Shape Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9 1 +2 Spellcasting, Druidic, Primal Order — 2 4 2 — — — — — — — — 2 +2 Wild Shape
. You can use a Druidic Focus as a Spellcasting Focus for your Druid spells. Level 1: Druidic You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Slots per Spell Level—— Level Proficiency Bonus Class Features Wild Shape Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9 1 +2 Spellcasting, Druidic, Primal Order — 2 4 2 — — — — — — — — 2 +2 Wild Shape
. You can use a Druidic Focus as a Spellcasting Focus for your Druid spells. Level 1: Druidic You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Slots per Spell Level—— Level Proficiency Bonus Class Features Wild Shape Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9 1 +2 Spellcasting, Druidic, Primal Order — 2 4 2 — — — — — — — — 2 +2 Wild Shape
. You can use a Druidic Focus as a Spellcasting Focus for your Druid spells. Level 1: Druidic You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Slots per Spell Level—— Level Proficiency Bonus Class Features Wild Shape Cantrips Prepared Spells 1 2 3 4 5 6 7 8 9 1 +2 Spellcasting, Druidic, Primal Order — 2 4 2 — — — — — — — — 2 +2 Wild Shape
. You can use a Druidic Focus as a Spellcasting Focus for your Druid spells. Level 1: Druidic You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
creating nonplayer characters in chapter 4 of the Dungeon Master’s Guide to detail the majordomo, giving this individual a vibrant personality and backstory. The majordomo’s goals should be aligned
band of ex-soldiers or reformed criminals) can add personality to the group. Consider using the rules in chapter 4 of the Dungeon Master’s Guide, applying the results of a single set of rolls to the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
creating nonplayer characters in chapter 4 of the Dungeon Master’s Guide to detail the majordomo, giving this individual a vibrant personality and backstory. The majordomo’s goals should be aligned
band of ex-soldiers or reformed criminals) can add personality to the group. Consider using the rules in chapter 4 of the Dungeon Master’s Guide, applying the results of a single set of rolls to the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
a piece of the franchise’s action. Rival NPCs can be worked up using the rules in chapter 4, “Creating Nonplayer Characters” of the Dungeon Master’s Guide, incorporating schemes, methods, and
weaknesses. If you use Xanathar’s Guide to Everything in your game, that book provides example rivals and talks about establishing a rival’s goals, assets, and plans. See also the “Factions and Rivals
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
a piece of the franchise’s action. Rival NPCs can be worked up using the rules in chapter 4, “Creating Nonplayer Characters” of the Dungeon Master’s Guide, incorporating schemes, methods, and
weaknesses. If you use Xanathar’s Guide to Everything in your game, that book provides example rivals and talks about establishing a rival’s goals, assets, and plans. See also the “Factions and Rivals
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Clothes, Traveler’s 4 lb. 2 GP Component Pouch 2 lb. 25 GP Costume 4 lb. 5 GP Crowbar 5 lb. 2 GP Diplomat’s Pack 39 lb. 39 GP Druidic Focus Varies Varies Dungeoneer’s Pack 55 lb. 12 GP Entertainer’s
to 40 pounds within 2 cubic feet. Bedroll (1 GP) A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see the Dungeon
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
25 lb. 5 GP Climber’s Kit 12 lb. 25 GP Clothes, Fine 6 lb. 15 GP Clothes, Traveler’s 4 lb. 2 GP Component Pouch 2 lb. 25 GP Costume 4 lb. 5 GP Crowbar 5 lb. 2 GP Diplomat’s Pack 39 lb. 39 GP Druidic
succeed on saving throws against extreme cold (see the Dungeon Master’s Guide). Bell (1 GP) When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away. Blanket (5 SP
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
on her by the headmaster. She also speaks of an imaginary lover named Acamar, who comes from the void beyond the sky, and talks about visits to the Far Realm in her dreams. She makes a passing
the Short-Term Madness table in chapter 8 of the Dungeon Master’s Guide. A creature that successfully saves against the madness effect can safely hold the statuette. Treasure. Elan’s chest contains a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
on her by the headmaster. She also speaks of an imaginary lover named Acamar, who comes from the void beyond the sky, and talks about visits to the Far Realm in her dreams. She makes a passing
the Short-Term Madness table in chapter 8 of the Dungeon Master’s Guide. A creature that successfully saves against the madness effect can safely hold the statuette. Treasure. Elan’s chest contains a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
deep respect for nature, and are primarily farmers, worshiping the goddess they call the Earthmother and keeping to old druidic ways. Ffolk shipwrights are well regarded, having proven their ability to
Dethek)
Shou: Shou
Tethyrian: Chondathan
Tuigan: Tuigan
Turami: Turmic
Ulutiun: Uluik
If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
deep respect for nature, and are primarily farmers, worshiping the goddess they call the Earthmother and keeping to old druidic ways. Ffolk shipwrights are well regarded, having proven their ability to
Dethek)
Shou: Shou
Tethyrian: Chondathan
Tuigan: Tuigan
Turami: Turmic
Ulutiun: Uluik
If your Dungeon Master allows this option, then any human from an ethnic group that has its own language is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
!
Dungeons & Dragons offers a wide range of play styles, and works with many different types of campaign story. The Dungeon Master’s Guide talks about some of the most common types of fantasy that can shape
to create a map of the headquarters and its surroundings. Chapter 5 of the Dungeon Master’s Guide can help detail both wilderness and urban locations. LIFESTYLE EXPENSES
Whenever characters are in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
!
Dungeons & Dragons offers a wide range of play styles, and works with many different types of campaign story. The Dungeon Master’s Guide talks about some of the most common types of fantasy that can shape
to create a map of the headquarters and its surroundings. Chapter 5 of the Dungeon Master’s Guide can help detail both wilderness and urban locations. LIFESTYLE EXPENSES
Whenever characters are in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, the Dwarvish script. Ten of the art objects are nonmagical treasures worth 750 gp each. Use the Art Objects table in chapter 7 of the Dungeon Master’s Guide to determine what each treasure looks like
gains the Spellcasting feature described below. He speaks Common, Draconic, Druidic, and Giant. He has a challenge rating of 10 (5,900 XP). Spellcasting. Thullen casts one of the following spells
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, the Dwarvish script. Ten of the art objects are nonmagical treasures worth 750 gp each. Use the Art Objects table in chapter 7 of the Dungeon Master’s Guide to determine what each treasure looks like
gains the Spellcasting feature described below. He speaks Common, Draconic, Druidic, and Giant. He has a challenge rating of 10 (5,900 XP). Spellcasting. Thullen casts one of the following spells