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Returning 35 results for 'example receives have provides captains'.
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Monsters
Planescape: Adventures in the Multiverse
example, “Throw down your weapons”).
A target must succeed on a DC 14 Wisdom saving throw or have the charmed condition for 1 minute, during which time it follows the captain’s
, such as commanding it to walk into fire.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.Harmonium captains lead peacekeeper
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
;provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies
Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.
From an early age, an aasimar
Backgrounds
Ghosts of Saltmarsh
mood is jovial and optimistic.
D6
IDEAL
1
Teamwork. Success depends on cooperation and communication. (Good)
2
Code. The marines’ code provides a
. Job.
3
I must set an example of hope for those who have given up.
4
I’m searching for a fellow marine captured by an elusive enemy.
5
Fear leads to tyranny, and both must be
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mordenkainen Presents: Monsters of the Multiverse
choose the kind of lycanthrope in your past, or you can determine it randomly by rolling on the Lycanthrope Ancestor table. The table also provides a suggestion for the Shifting option you might have
rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
achieving milestones rather than defeating monsters: Entering a Hag’s Realm. Whenever the characters enter a hag’s realm (Hither, Thither, or Yon) for the first time, everyone in the party receives enough
XP to advance 1 level. For example, when the characters leave the Witchlight Carnival and arrive in Hither for the first time, they gain a level. Encountering a Hag. After the characters encounter a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Celestial Champions Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice. From an
early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness. Each aasimar can
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
such as a cure wounds spell or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature’s
hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Prerequisites To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a
barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Audience with Neverember After the ships arrive in Neverwinter, the ship captains waste no time leading the characters to an audience with Lord Dagult Neverember in Castle Never. Read the following
with gold trim. Lord Dagult Neverember strokes his short, gray beard as he listens to the pleas of the captains to secure the High Road and send troops to Leilon. When they finish, the lord turns
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Prerequisites To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a
barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its
hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit
Dhampir
Legacy
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Species
Van Richten’s Guide to Ravenloft
macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained
, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the
Reborn
Legacy
This doesn't reflect the latest rules and lore.
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Species
Van Richten’s Guide to Ravenloft
to those of various undead or constructs. The Reborn Origins table provides suggestions for how your character became reborn.
Reborn Origins
d8
Origins
1
You were magically
themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature of the Construct type.
Reborn Traits
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
goblin raids is a tragedy for some, but the event provides an opportunity for the wilderness to grow up and make the land fertile again, which in turn provides new challenges for those who would
be not only wasteful but blasphemous. Silvanus often receives veneration from travelers in wild lands, explorers, and residents of rural communities far from the protection of a local lord or a great
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the story. This chapter provides a variety of new options for them, focusing on additional subclasses for each of the classes in the Player’s Handbook. Each class offers a character-defining choice at
, the section for druids presents details on how the Wild Shape feature works, and the warlock receives a collection of new choices for the class’s Eldritch Invocations feature. Each of the class
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Race and Class Each guild description in chapter 2 provides suggested races and classes for characters belonging to that guild. Some races have strong traditions that direct them toward certain
Domain and the druid’s Circle of Spores. Every subclass in the Player’s Handbook also receives a mention in this chapter, indicating the guilds where characters of those subclasses might find a home. Once
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
magic or magical objects in their daily lives. She also receives the prayers of those who find magic wondrous or encounter magic they fear. Mystra is the goddess of the essential force that makes all
spellcasting possible. She provides and tends the Weave, the conduit through which mortal spellcasters and magical crafters can safely access the raw force of magic. The faith of Mystra is pervasive in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
tell tales of the bold explorer Captain Siona and her ship, the Pyleas, recounting her epic voyages to mystical islands. Both captains and their crews still sail the waves of Theros, their stories far
from complete. Yet word of their deeds has inspired generations of sailors, merely hinting at the endless treasures and adventures to be found at sea. This section provides an overview of the wonders
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
overcome their own assumptions. An easier version of this puzzle might involve counting the letters in any type of word the guard provides and responding with that number. Alternatively, the response
to the guard’s number might be any word with the same number of letters as that number—for example, “five” has four letters, making “duck” or “smog” suitable responses. The more your puzzle plays with numbers as words rather than digits, the more challenging it’s likely to be.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Hint Checks Any character has the option of making these ability checks to receive a hint: Charisma (Persuasion) DC 15. The goblin provides a hint in the form of a synonym of the riddle’s answer (for
example, “lizard” for “newt”). Intelligence (Investigation) DC 10. After a few riddles are answered correctly, a character notices that all the answers relate to eyes. Wisdom (Insight) DC 15. After
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Harmonium Captain Harmonium captains lead peacekeeper patrols throughout Sigil. They bolster their subordinates in battle and bring the authority of the Harmonium crashing down on suspects with their
within 60 feet of itself. This magical command must be to undertake an action or to refrain from taking actions (for example, “Throw down your weapons”).
A target must succeed on a DC 14 Wisdom
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
obedience of another devil only if both are in the hierarchy of the same archdevil. For example, a devil in service to Dispater can’t command a lower-ranked devil among the forces of Levistus. Lowest of
, equivalent to captains and colonels, while pit fiends are the Hells’ generals and nobles. Archdevils. The mightiest devils of all are the unique and uniquely powerful archdevils. Those who don’t presently
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
captains are in league with Liara Portyr of Fort Beluarian, who gives them information about vessels sailing into and out of Port Nyanzaru and helps the pirates sell their stolen cargoes. Ships flying the
, Bosco Daggerhand (area 6A) — and only because he’s master of the ale. PIRATES OF JAHAKA ANCHORAGE
Three pirate ships use Jahaka Anchorage as a base, and their captains have forged tenuous alliances
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
settlements as a home base, in or near which they can build their Bastions when they are of high enough level to do so (see chapter 8). The Settlements by Size table provides population ranges for
villages, towns, and cities as well as the value of the most expensive item the settlement is likely to have for sale. Adjust these numbers as you wish to account for special circumstances. For example, a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Aasimar Guides An aasimar, except for one who has turned to evil, has a link to an angelic being. That being — usually a deva — provides guidance to the aasimar, though this connection functions only
in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings. The angelic being is far from omniscient. Its
Compendium
- Sources->Dungeons & Dragons->Monster Manual
identifies whether the attack is a melee or a ranged attack and then provides the attack roll’s bonus, its reach or range, and what happens on a hit. An attack is against one target unless its entry
provides the save’s DC, a description of which creatures make the save, and an explanation of what happens on a failed or successful save. “Half damage only” on a successful save means the target
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Sidekicks My soon-to-be sidekick could learn a thing or two from all this—more material for Project Humblekainen.
Tasha
This section provides a straightforward way to add a special NPC—called a
incorporated into a group at the party’s inception, or a sidekick might join them during the campaign. For example, the characters might meet a villager, an animal, or another creature, forge a friendship
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Talk with Your DM Start by talking with your Dungeon Master about the type of D&D game they plan to run. If the DM draws inspiration from Greek myth, for example, you might choose a different
expectations, including topics to avoid as well as those to embrace. A session zero provides a great opportunity to talk to the other players and the DM and decide whether your characters know one another, how they met, and what sorts of quests the group might undertake together.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
How Patrons Work The following sections present several group patron options. The description of each patron provides an overview of the types of organizations the group patron represents, perks of
as a launchpad tailored for organizations of your design. For example, the guild group patron could represent the Harpers or the Zhentarim of the Forgotten Realms, the Clifftop Adventurers’ Guild in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
“Emerald Enclave,” Chapter 2) provides free food and care for the adventurers’ animals at Phaulkonmere. One adventurer receives a supernatural charm (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide) bestowed by Jeryth Phaulkon (see “Emerald Enclave,” Chapter 2).
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Alignment A monster's alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and
, you choose the monster's alignment. Some monster's alignment entry indicates a tendency or aversion toward law, chaos, good, or evil. For example, a berserker can be any chaotic alignment (chaotic
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Alignment A monster’s alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and
, or evil. For example, a berserker can be any chaotic alignment (chaotic good, chaotic neutral, or chaotic evil), as befits its wild nature. Many creatures of low intelligence have no comprehension of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
identifies whether the attack is a melee or a ranged attack and then provides the attack roll’s bonus, its reach or range, and what happens on a hit. An attack is against one target unless its entry says
provides the save’s DC, a description of which creatures make the save, and an explanation of what happens on a failed or successful save. “Half damage only” on a successful save means the target takes half
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Alignment A creature’s alignment provides a clue to its disposition. For example, a chaotic evil creature might be difficult to reason with and might attack characters on sight, whereas a neutral
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
provides a time span specifies how long the spell lasts in rounds, minutes, hours, or the like. For example, a Duration entry might say “1 minute,” meaning the spell ends after 1 minute has passed. While a