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Returning 20 results for 'fail trained'.
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backgrounds
Eberron: Forge of the Artificer
) Spear, Shortbow, 20 Arrows, Gaming Set (same as above), Fine Clothes, Healer's Kit, Quiver, 1 GP; or (B) 50 GP
As an heir of House Deneith, you’ve been trained for combat—not to seek
it out, but not to shy from it either. You’ve learned the importance of duty, honor, and the laws used to govern society when duty and honor fail. As you established your name in the house, you
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Deneith, you’ve been trained for combat—not to seek it out, but not to shy from it either. You’ve learned the importance of duty, honor, and the laws used to govern society when duty and honor fail. As you
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
then you’ll tell me what you want your character to do. Your character can try to do anything, but each character is specially trained to do specific things well, so think about what your character might
be more successful doing. Their skills are listed and described on your character sheet.
When your character does something that could succeed or fail, I’ll have you roll one of these 20-sided dice
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
grunt, he does so.
Shortsighted. Shannik’s plans and actions fail to account for long-term repercussions.
Rumors
“An adventurer is only as good as their gear. Oleira at the trader’s shop is a
Features The inner bailey has the following features:
Cavalry Stable. The bailey contains a stable with thirty horses. These war-trained horses serve as mounts for the keep’s cavalry.
Guard
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. The Boromars recruit ex-soldiers as muscle, trained sages for research, sailors to crew smuggling vessels, and charlatans and urchins for their unique talents. Consider some or all of these roles for
secret doors. Many Safecrackers also boast a high Strength for those cases where lockpicks fail. Safecrackers often come from criminal backgrounds, but characters with experience using other tools and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
by a thin mat of dried mud and leaves. Noticing a bog pit requires a successful DC 14 Wisdom (Survival) check; characters trained in Survival gain advantage on this check. Creatures who fail to notice
to flee to 36 if attacked. 38 Sauriv (lizardfolk noble) The minister (noncombatant) remains here unless the characters fail to win his favor. If that happens, he tries to flee to 40. 40 1 lizard queen
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the fight in the second round. They are well trained and do their best to help, but to avoid additional complexity during the encounter, assume that the duergar act at the end of the initiative order
and deal a flat total of 10 damage to the giant each round. Bystanders take cover at once, but duergar citizens are ready to jump in if the guards fail to contain the threat. The giant ignores
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Dagger Danger!
, and then you’ll tell me what you want your character to do. Your character can try to do anything, but each character is specially trained to do specific things well, so think about what your character
might fail, I’ll have you roll one of these 20-sided dice and add a number to it. This is called a D20 Test, and the number you add indicates how good your character is at what they’re trying to do. The
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
ticket punch. There are eight giant dragonflies (see appendix C), which are trained to fly their riders in a lazy figure eight around the carnival’s thoroughfare, at a height of 20 feet. A character who
(Animal Handling) check. The carnival’s mood rises by 1 step (see “Tracking Mood” earlier in the chapter) if a character succeeds on this check. If the characters fail to rescue the dwarf, he tumbles from
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
People of Akros For most of Akros’s neighbors, the term “Akroan” evokes legendary warriors, trained from birth in every martial discipline known to humankind. It brings to mind songs of tight-knit
a place among them by claiming a victory in the annual Iroan Games. More commonly, members of lektoi families lose their place of privilege if they fail to fulfill their obligation to serve in the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, charmed or trained beasts, and even undead or conjured minions. Regardless of their nature, all are treated as slaves: no creature that is not a yuan-ti is fit for anything other than menial labor and
subservience. Slaves that fail to follow orders or lag in their duties are dispatched or turned into broodguards. From Calimshan and the Lake of Steam out along the trade routes to cross the world
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
betrayal. Trained in Secret. Iron Shadows are recruited from across the hobgoblin ranks. Each member keeps her eyes open for potential recruits, those whose agility and stamina are matched only by an
ironclad commitment to Maglubiyet’s will. A candidate for admission undergoes a series of tests designed to reveal any potential for treachery. Those who fail are slain, while those who pass receive secret
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the nearby lands. Officers of the Knights are well trained in tactics and military history, and have high opinions of their own abilities and those of their comrades — opinions that are very often
inhabitants of the city from engaging in all manner of spellcasting. In particular, spells that summon flame, conjure creatures, or permit teleportation fail when their target is within the bounds of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
expended Psionic Energy Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest. Psi-Bolstered Knack. If you fail an ability check using a skill or tool with which you have
requires that action. Level 3: Second-Story Work You’ve trained to get into especially hard-to-reach places, granting you these benefits. Climber. You gain a Climb Speed equal to your Speed. Jumper. You
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
door. That creature must make a successful DC 14 Dexterity saving throw or take 36 (8d8) bludgeoning damage. E. Door with Crossbow A loaded ballista is trained on the doorway, and it fires on anyone
the gas’s area must make a DC 14 Constitution saving throw, taking 9 (2d8) poison damage on a failed save or half as much on a successful one. Creatures that fail this saving throw are poisoned for 1
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to sit level on the sloping track, but they look odd on level ground. A heavy draw rope and harness are hooked to the back of each cart so that a trained dinosaur could pull the heavy load up the
grease to get it rolling again. The old brake looks solid, but each time it’s used, it has a 10 percent chance to fail utterly. This risk is recognized by someone who inspects the brake and makes a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
basin is near the slab. Wall carvings show dwarves reverently tending to the dead.
Specially trained attendants prepared deceased Talhund in these connected rooms: East Room. Attendants here washed the
. The characters can temporarily stop all the specters from attacking, though the specters attack the characters again if they reenter the room. If the Characters Fail. If the characters are defeated by
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
.
The tome resembles the Book of Vile Darkness but is actually a trained mimic. Any character who examines the tome and succeeds on a DC 20 Intelligence (Arcana) check recognizes it as a fraud. The
you become attuned to the book, the spirit tries to leave the book and enter your body. If you fail a DC 20 Charisma saving throw, it succeeds, and you become an NPC under the DM’s control until the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. If disguised, the characters must provide a halfway compelling story to convince Kaz to let them pass. If they fail to convince Kaz, he and his wyvern refuse to let them pass. The ceiling of the vault
cast on it. Air cultists are trained to ascend the shaft by catching the wind with their cloaks and wingwear. A19. Temple of Elemental Air The stairs rise twenty feet to a spacious, twenty-foot-high
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Strength check, but the chain to the northeast (holding the trained bulette) is weaker, requiring only a successful DC 15 Strength check to break. Chasm. The chasm that bisects the room is 100 feet deep and
room’s eastern alcove stand two double bunks and an iron stove.
This chamber has been equipped with implements to torture defeated enemies, cult servants who fail their insane leaders, or the