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                        Returning 35 results for 'following train'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    );{"diceNotation":"1d10+2", "rollType":"damage", "rollAction":"Arcane Burst", "rollDamageType":"force"} force damage.
Spellcasting. The apprentice casts one of the following spells, using Intelligence as the
                                                
                                            
                                                
                                                    . Some travel the world searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     enchanter casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At will: friends, mage hand, message
2/day each: charm person, mage armor, hold person
                                                
                                            
                                                
                                                     world searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     illusionist casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
At will: dancing lights, mage hand, minor illusion
2/day each: disguise self, invisibility
                                                
                                            
                                                
                                                    , while others are devilish tricksters.
Wizards
Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes, while others train lesser wizards or
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     necromancer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
At will: dancing lights, mage hand, prestidigitation
2/day each: bestow curse
                                                
                                            
                                                
                                                     powers for good, hunting Undead.
Wizards
Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes, while others train lesser wizards or
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Transmuterâs Stone. The transmuter carries a magic stone it crafted. The stone grants it one of the following benefits while bearing the stone; the transmuter chooses the benefit at the end of
                                                
                                            
                                                
                                                     following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At will: light, message, prestidigitation
2/day each: fireball, hold person, knock, mage armor, polymorph, slow
1
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ) damage of the chosen type and is knocked prone. On a successful save, a creature takes half as much damage and isnât knocked prone.
Spellcasting. The evoker casts one of the following spells, using
                                                
                                            
                                                
                                                     searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     abjurer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16):
At will: dancing lights, mage hand, message, prestidigitation
2/day each: dispel magic
                                                
                                            
                                                
                                                     travel the world searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At will: dancing lights, mage hand, prestidigitation
2/day each: fireball, mage armor, unseen
                                                
                                            
                                                
                                                     through the study of arcane texts. Some travel the world searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells.Benign Transportation
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    . If the target is a creature, the conduit can choose one of the following additional effects (up to once per turn each):
Incapacitate. The target must succeed on a DC 15 Constitution saving throw or
                                                
                                            
                                                
                                                     Transcendent Order train to act without thinking, eliminating thought behind action. Conduits react with the cadence of the multiverse. Their sharp reflexes border on precognition, allowing them to unconsciously act before their foes.
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    "} psychic damage.
Spellcasting (Psionics). The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 13):
At will: mage hand
                                                
                                            
                                                
                                                     (the hand is invisible)
1/day each: jump, plane shift (self only), see invisibilityGithzerai travelers wander the multiverse to train and pursue cosmic enlightenment. These githzerai learn to
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ;t stunned.
Spellcasting. The diviner casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
At will: light, mage hand, message, prestidigitation
2
                                                
                                            
                                                
                                                     they might be know-it-alls, spilling insights to advance their own status.
Wizards
Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells.
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    ","rollAction":"Diminution Breath","rollDamageType":"psychic"} psychic damage and is weakened until the start of Tanazirâs next turn. While weakened, it has disadvantage on the following rolls that rely
                                                
                                            
                                                
                                                     on Strength: attack rolls, ability checks, and saving throws. On a successful save, a creature takes half as much damage and isnât weakened.
Spellcasting. Tanazir casts one of the following
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    .
Spellcasting. The medusa casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 20):
At will: Light, Spare the Dying, Thaumaturgy
                                                
                                            
                                                
                                                     champions, and train them to fight in a war.
5
Tend a sacred beacon fed by the Outer Planes, sending embers of that beacon to the corners of the world to maintain a divine shroud.
6
Watch the
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    .
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 14):
At will: mage hand (the
                                                
                                            
                                                
                                                     residence in a nearby cave, attacking the clanâs herd of giant goat;giant goats.
6
An assassin and a young emerald dragon train together to master the art of stealth.
Fire, Psychic
                                                
                                            
                                        
                                                    Nezznar the Black Spider
                                                    
    
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        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     disadvantage on attack rolls when he or his target is in sunlight.
Innate Spellcasting. Nezznar can innately cast the following spells, requiring no material components:
At will: dancing lights
1
                                                
                                            
                                                
                                                    ","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Nezznar has the following spells prepared from the wizardâs spell list:
Cantrips (at will): mage hand, ray of frost
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     weapon, you deal an extra 1d6 Slashing damage. This extra damage isnât doubled. Urdefhans can train to drink blood through hollow parts of a shauth lash for a moment after hitting, and urdefhans
                                                
                                            
                                                
                                                     hold these weapons with the same reverence with which they do shauth blade;shauth blades.
This weapon has the following mastery property. To use this property, you must have a feature that lets you
                                                
                                            
                                        
                                                    Sahuagin Priestess
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     has the following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident
                                                
                                            
                                                
                                                     worshipers of Sekolah, they also have a special kinship with sharks, which they train as attack animals. Even untrained sharks recognize sahuagin as allies and don't prey on them.
Elven Enmity. The sahuagin
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     extra 1d4 Slashing damage. This extra damage isnât doubled. Urdefhans can train to drink blood through hollow parts of a shauth blade for a moment after hitting.
This weapon has the following
                                                
                                            
                                        
                                                     Backgrounds
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions. You can roll on the following table to determine this hardship or choose one that best fits
                                                
                                            
                                                
                                                     solution for every problem, and following it is imperative. (Lawful)
3
Embracing. Life is messy. Throwing yourself into the worst of it is necessary to get the job done. (Chaotic)
4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     train to arrive. As the train approaches the charactersâ location, read the following text: You pass the time on a grassy plain, waiting for the train to arrive. A few miles away, a colossal spire of
                                                
                                            
                                                
                                                     and the train is ready to go, read the following text: Machinery whirs and clicks as the train shudders and creeps forward, gradually picking up speed. Another horn blast signals that the Concordant Express is once again on the move.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     also shares the following information: Configuration. Like most trains, the Concordant Express includes an Engine Car at the front and a Caboose at the back. The number of other train cars and their
                                                
                                            
                                                
                                                     characters, Glitch speaks to them in Common: âAh, hello! Yes, good, finallyâfriends looking to catch the Strangerâthe Stranger who has already been caught. Here, take this map. It shows the train cars. Here
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     box, the lid pops open and a soothing voice says the following: âGreetings, operatives. The Golden Vault needs you to obtain the true names of three powerful denizens of the Lower Planes: the pit
                                                
                                            
                                                
                                                     fiend Karnyros, the balor Errtok, and the marilith Hexalanthe. Their true names are known to an outlaw called the Stranger, who is being transported to Mechanus on an interplanar train called the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    Train Configuration The train has three mandatory cars and three optional cars, as described below. Mandatory Cars In this adventure, the Concordant Express has one of each of the following cars: The
                                                
                                            
                                                
                                                     Caboose (area E1) is the rearmost car. The Engine Car (area E9) is the frontmost car. The train has one Jail Car (area E8), which is adjacent to the Engine Car (not the Caboose, as shown on map 11.1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    General Features The Concordant Express has the following features: Ceilings. Car ceilings are 15 feet high unless the text states otherwise. Doors. At each end of every car is a sliding metal door
                                                
                                            
                                                
                                                    . The doors to the Jail Car are locked (see area E8 for details); all others are unlocked. Flight. The train has a flying speed of 60 feet and canât hover. Lighting. All cars are brightly lit by magical
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     stamp. The Council of Order has the following members: Aristimus, a lawful neutral githzerai futurist (see Morteâs Planar Parade), captains the town guard. Juliett-314, a cheery but unforgiving octon
                                                
                                            
                                                
                                                     train station. To use the portal, a creature must first be cleared for gate travel by an authorized modron. CoupleOfKooks  âIâve been trying to find a bakery for the past three hours. Every building
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     before the train. Inside the car, two monodrones stoke the fire in the furnace by shoveling loot into it from a nearby cart (see âTreasureâ below). A shield guardian stands next to the cart, guarding the
                                                
                                            
                                                
                                                     the furnace isnât replenished every hour with at least 100 gp worth of treasure, the Engine Car sputters and the train comes to a halt, causing a guard patrol (see âGuard Patrolsâ earlier in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Areas of Terminus The following encounter locations are keyed to map 4.14. This map does not depict the entire district of Terminus, but it shows the most likely places the characters explore in this
                                                
                                            
                                                
                                                     gives the characters the following information: Martisha has a half-ogre neighbor who lives in the other apartment on this floor. The half-ogre never bothered Martisha but does have loud guests from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     servitor roles, and while most train as warriors, a few, such as Nezznar, become skilled wizards. Nezznar the Black Spider
 Medium humanoid (elf), neutral evil
 Armor Class 11 (14 with mage armor
                                                
                                            
                                                
                                                     sunlight.
 Innate Spellcasting. Nezznar can innately cast the following spells, requiring no material components:
 At will: dancing lights
 1/day each: darkness, faerie fire (save DC 12
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     your Eberron campaign. This chapter begins with a look at three key themes that pervade many Eberron adventures: recurring villains, action, and intrigue. Following that overview is an in-depth look
                                                
                                            
                                                
                                                    . If the stat block appears in chapter 6, the text tells you so.  Passengers from all over Khorvaire disembark from a lightning train
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     adventure in the jungles of Qâbarra. Or you hunt Emerald Claw agents on the lightning rail, creeping through one train car after another. Or you chart another adventurous course on the war-torn continent of
                                                
                                            
                                                
                                                     the following choices: Race. Choose one of the playable races detailed in this chapter, or pick a race from the Playerâs Handbook and learn here how Eberron has affected that speciesâ development
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    Darrettâs Orders As the characters settle into their lodgings, Darrett enters. After greeting them warmly, he shares the following information: He spent much of the morning demonstrating his training
                                                
                                            
                                                
                                                     to Marshal Vendri and her commanders. Vendri was pleased and ordered him to work with her to train a new unit of Kalaman soldiers. Vendri also assigned him to work with the characters. Heâs not their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     from chapter 5 during the journey. Shortly before the characters reach the cove, run the following encounter. Dragonnel Down When the characters are about a day from reaching the Kalaman ships at the
                                                
                                            
                                                
                                                     coast, read the following: Three crimson dragonnels appear in the sky bearing riders in Dragon Army armor. They pursue a fourth dragonnel, but this one has no rider, and its scales are of a coppery
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     they visit the inner bailey.
 Disrupting the Charge Shannik wants to train two green recruits for the cavalry. He has them ride around the bailey for 10 minutes, spearing the hanging rings with
                                                
                                            
                                                
                                                     the following ability checks. Consider these examples:
 DC 13 Wisdom (Animal Handling). The character guides a horse off course.
 DC 13 Charisma (Intimidation). The character tries to startle a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     resides. Their bodies remain unconscious in suspended animation while they are projected into the Astral Plane. Read the following aloud to the players. You are floating, weightless, adrift. A gray
                                                
                                            
                                                
                                                     tumescent fungal growths follow her like bridesmaids, carrying a veil and train of lacy mycelia. Stepping off the litter as her followers set it down, the Demon Queen of Fungi rises to tower above all the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    15. Githyanki Trainees Githyanki children are brought to the crĂšche to grow, train, and study in these connected caverns. 15a. Training Area If the characters make any loud noise here, the githyanki
                                                
                                            
                                                
                                                     knight in area 15b investigates. This cavern has the following features: Straw Dummies. Straw dummies crafted to resemble mind flayers stand near the center of the chamber.
 Apparatus. A large
                                                
                                            
                                        





