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                        Returning 35 results for 'feeling speak'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     DC 12):
At will: druidcraft, guidance
2/day each: cure wounds, hold person, speak with animals, thunderwaveMany tortles view the world as a place of wonder. They live for the chance to hear a soft
                                                
                                            
                                                
                                                     long.
Most tortles like to see how other folk live. A tortle can spend decades away from their native land without feeling homesick, often viewing their current companions as their family.
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    "} to hit with spell attacks). K’Tulah has the following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with
                                                
                                            
                                                
                                                     collected painstakingly over the past decade is my pride and joy.”
Flaw. “I don’t like feeling trapped.”
                                                
                                            
                                        
                                                    Tortle
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    The Tortle Package
                                                    
                                                
                                            
                                                     what little time they have left telling stories to their offspring. Within a year, the young tortle becomes an orphan, though not before it learns to speak and to survive on its own.
A young tortle
                                                
                                            
                                                
                                                     feeling homesick. Tortles embrace a simple view of the world. It is a place of wonder, and tortles see beauty in the ordinary. They live for the chance to hear a soft wind blowing through palm trees, to
                                                
                                            
                                        
                                                     Species
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     speak by clacking their mandibles and waving their antennae, indicating to other thri-kreen what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and
                                                
                                            
                                                
                                                     increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read
                                                
                                            
                                        
                                                     Species
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     feeling of security wherever they go, for even if they visit a far, unknown country, they have a place to lay their heads.
Tortles exhibit the same range of coloration and patterns found among turtles
                                                
                                            
                                                
                                                    .
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to
                                                
                                            
                                        
                                                     Species
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     the passage of time. Some are prone to melancholy, while others might display an absence of feeling. Many look for creative ways to occupy themselves. Whether they choose to live in quiet
                                                
                                            
                                                
                                                     suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one other language
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
                                                    
                                                
                                            
                                                     surroundings. Although thri-kreen don’t sleep, they do require periods of inactivity to revitalize themselves. During these periods, they are fully aware of what’s happening around them. Thri-kreen speak
                                                
                                            
                                                
                                                     by clacking their mandibles and waving their antennae, indicating to other thri-kreen what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and impossible to duplicate. To interact with other folk, thri-kreen rely on a form of telepathy.
                                                
                                            
                                        
                                                    Bugbear
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    
One useful trick: if ye face bugbears who have severed heads on spikes as trophies, cast a spell to make the heads speak. After that, ye can cozen the bugbears into doing almost anything.
&mdash
                                                
                                            
                                                
                                                     believe that this feeling of fear comes from being possessed by Skiggaret, and they don’t relish experiencing it. After the madness has passed, bugbears don’t dwell on things that were done
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     150 feet but lose all other movement.
You are blinded.
02
You can cast the speak with animals spell at will, but can use it to speak with only one animal of your choice.
All animals despise
                                                
                                            
                                                
                                                    .
07
You can cast the speak with animals spell at will, but can use it to communicate only with insects.
Disturbing whispers on the edge of hearing haunt all creatures within 30 feet of you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     location. The spirit can’t be harmed and doesn’t speak.
 Fog cloud: Misty, harmless claws form in the fog.
 Gust of wind: A ghastly moan accompanies the summoned wind.
 Mage hand: The summoned hand is
                                                
                                            
                                                
                                                     together by the spell can’t shake the feeling that something vile is telepathically eavesdropping on them.
 Revivify: A creature restored to life by a revivify spell screams upon regaining consciousness
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     they’ve come for, they will be able to speak with the banshee. When the characters enter the shelter, read the following: A home of sorts is sheltered within the dome of woven branches. It is
                                                
                                            
                                                
                                                     grows cold, and a powerful feeling of dread grips you. A cold, pale light flickers in the air, rapidly taking on the form of a female elf, her hair and robes waving in a spectral wind. She might have
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     strange sense of unease. The feeling is akin to the drop in air pressure before the approach of a deadly storm, or faint tremors felt from a landslide or earthquake far away. You’re not the only ones
                                                
                                            
                                                
                                                     Silmerhelve — a Waterdhavian noble. Read or paraphrase the following when the characters speak to Dala. “The disturbance that’s been sensed across the Sword Coast is the Draakhorn — an ancient device
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     folk with big eyes and pointed ears, who live around 425 years. Many gnomes like the feeling of a roof over their head, even if that “roof” is nothing more than a hat. Gnome Traits Creature Type
                                                
                                            
                                                
                                                    . You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     eyes and pointed ears, who live around 425 years. Many gnomes like the feeling of a roof over their head, even if that “roof” is nothing more than a hat. Gnome Traits Creature Type: Humanoid
 Size
                                                
                                            
                                                
                                                     always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     of blights, but it hates other tree blights and will attack them given the chance. Tree blights also hate treants, and the feeling is mutual. Tree Blight
 Huge Plant, Typically Neutral Evil
 Armor
                                                
                                            
                                                
                                                    )
Condition Immunities blinded, deafened
 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
 Languages understands Common and Druidic but doesn’t speak
 Challenge 7
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     strange sense of unease. The feeling is akin to the drop in air pressure before the approach of a deadly storm, or faint tremors felt from a landslide or earthquake far away. You’re not the only ones
                                                
                                            
                                                
                                                     Silmerhelve—a Waterdhavian noble. Read or paraphrase the following when the characters speak to Dala. “The disturbance that’s been sensed across the Sword Coast is the Draakhorn—an ancient device whose
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     moments. Everything can’t be scary, and continuous terror is unsustainable. Before players grow numb to endless tension, create opportunities for them to catch their breath and regain a temporary feeling
                                                
                                            
                                                
                                                     characters are thinking, feeling, or fixating on. Detail the ways objects could be used violently, words could be lies, and shadows could hide monsters. Ask players what they think is the worst possible
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     the end of a tortle’s life, and a tortle can spend decades away from its native land without feeling homesick. Tortles view the world as a place of everyday wonder. They live for the chance to hear a
                                                
                                            
                                                
                                                     wounds, speak with animals, thunderwave
 2nd level (3 slots): darkvision, hold person
 Actions
 Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     must. He doesn’t like talking about his past, and he won’t reveal anything about his time as an adventurer. If Durnan has any living family members, he doesn’t speak of them. He rarely says two words
                                                
                                            
                                                
                                                    , he prefers fighting with fists or a well-flung tankard. Durnan doesn’t often venture far from the Yawning Portal, using his employees to run errands for him as needed. If he’s feeling charitable, he
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     tortles like to see how other folk live. A tortle can spend decades away from their native land without feeling homesick, often viewing their current companions as their family. Tortle The generic tortle
                                                
                                            
                                                
                                                    .
 Spellcasting. The tortle casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):
 At will: druidcraft, guidance
 2/day each: cure wounds, hold person, speak with animals, thunderwave
 [Tooltip Not Found]
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     much time worrying over why satyrs behave as they do. But satyrs themselves simply are as they are, feeling no need to understand what drives them, much less explain it to others. The Satyr
                                                
                                            
                                                
                                                     at his expense.
 With immortal power no longer feeling so out of reach, Xenagos set into motion a plan that would propel him to godhood. His victory shook the pantheon, but his victory was short
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     who have severed heads on spikes as trophies, cast a spell to make the heads speak. After that, ye can cozen the bugbears into doing almost anything.
 — Elminster
 Gang Mentality Since bugbears
                                                
                                            
                                                
                                                     danger is affected by a form of madness and will do anything, including trying to flee, in order to stay alive. Bugbears believe that this feeling of fear comes from being possessed by Skiggaret, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                     ago, the autognome’s creator was slain and his memories were lost. With no purpose to speak of, Mister Blip wandered aimlessly, and eventually encountered Boatswain Tarto in her travels. The hadozee
                                                
                                            
                                                
                                                     he wears is a black felt bowler cap. The color of his eyes changes depending on his mood: green if he’s feeling inquisitive, blue when determined, red for angry, yellow when excited, and pink if he’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     can speak telepathically. The leader of the myconids is an adult named Voosbur, who speaks on behalf of the others. Sharing thoughts with these sentient mushrooms is an odd and strangely intoxicating
                                                
                                            
                                                
                                                     standing by itself is named Rumpadump. It sends a subtle warning as a feeling of distress through its own rapport spores in response to Voosbur’s offer, saying that the other myconids aren’t behaving right
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     bodies, and delight in the feeling of running alongside herds and packs of other beasts. Clans and Community Centaurs sense the interconnectedness of the natural world. Thus, they celebrate family and
                                                
                                            
                                                
                                                     Survival. Languages. You can speak, read, and write Common and Sylvan. Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     this elegant conference room, given fine food and drink, and asked to wait to speak with none other than Omin Dran — founder and CEO of this august organization.
 If the characters already know each
                                                
                                            
                                                
                                                     little flustered. I believe Omin just offered you work. And I also have a feeling you might not be the adventurers he thinks you are.”
 Jim looks around to make sure no one else is listening in, then
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     supplies from coastal travelers, or raid dryfolk poleis for riches. Despite the tensions between tritons and the peoples of the surface, some tritons make their lives on land. Enchanted by the feeling
                                                
                                            
                                                
                                                     the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage. Languages. You can speak, read, and write Common and Primordial. Spell: Wall of Water
 3rd-level evocation
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     palpable feeling of vertigo followed by a powerful sensation of deja vu and are Dazed for 1 round (no saving throw).
09–10
The nearest creature becomes unstuck in time. It is affected by
                                                
                                            
                                                
                                                     reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     experience a palpable feeling of vertigo followed by a powerful sensation of deja vu and are Dazed for 1 round (no saving throw).
09–10
The nearest creature becomes unstuck in time. It is
                                                
                                            
                                                
                                                     simply a reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     experience a palpable feeling of vertigo followed by a powerful sensation of deja vu and are Dazed for 1 round (no saving throw).
09–10
The nearest creature becomes unstuck in time. It is
                                                
                                            
                                                
                                                     a reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     a palpable feeling of vertigo followed by a powerful sensation of deja vu and are Dazed for 1 round (no saving throw).
09–10
The nearest creature becomes unstuck in time. It is affected by
                                                
                                            
                                                
                                                     reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     experience a palpable feeling of vertigo followed by a powerful sensation of deja vu and are Dazed for 1 round (no saving throw).
09–10
The nearest creature becomes unstuck in time. It is affected
                                                
                                            
                                                
                                                     reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     feet experience a palpable feeling of vertigo followed by a powerful sensation of deja vu and are Dazed for 1 round (no saving throw).
09–10
The nearest creature becomes unstuck in time. It
                                                
                                            
                                                
                                                     or simply a reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     prevailing emotion, the land seeks to hold onto that creature and inspire it to produce more of the feeling tied to the emotional echo. The creature is targeted by a suggestion spell (DC 16), with the
                                                
                                            
                                                
                                                     5d8 + 20 hit points. 4 Vocally, the creature can only cluck and croon like a chicken. The creature can also understand and speak to chickens. This curse lasts for 1 hour unless ended by a remove curse
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     Having a character able to speak Deep Crow with the use of a tongues spell or similar magic makes dealing with Raah a lot easier. But if not, don’t be afraid to explore the comedic value of
                                                
                                            
                                                
                                                     in response to a snide comment, Raah might attack again for a round before calming down. Understanding Raah. A successful DC 14 Wisdom (Insight) check reveals that Raah is feeling emotionally wounded
                                                
                                            
                                        






