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Returning 35 results for 'four training'.
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Magic Items
Dungeon Masterâs Guide
, it canât be used again until 7 days have passed.
Four types of Horn of Valhalla are known to exist, each made of a different metal. The hornâs type determines how many spirits it
Valhalla (Silver);Silver
2
None
41â75
Horn of Valhalla (Brass);Brass
3
Proficiency with all Simple weapons
76â90
Horn of Valhalla (Bronze);Bronze
4
Training with all
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Unarmored Defense. While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.Multiattack. The hobgoblin makes four attacks, each of which can be an Unarmed
receive secret training in the arts of magic and stealth. This indoctrination is a slow and arduous process; many aspirants donât finish it, and years might go by during which the iron shadows
Monsters
Mordenkainen Presents: Monsters of the Multiverse
âs plans to triumph over rivals.
A draegloth is an ogre-sized, four-armed biped with purple skin and pale hair. Two of its arms are muscular, tipped with sharp claws; the other two are the size and
training, they typically take out their frustration on their creatorâs enemies, rather than on their creator. A draegloth that canât suppress its ambitions might abandon its creator and
Hobgoblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
longsword and a handaxe. They are responsible for martial training as well as instruction in strategy and battlefield tactics. Bargrivyekâs priests wield his symbol, a flail with a head dipped in
a force numbers just twenty. One banner might have four warriors mounted on worgs led by a fist, while a fist in another banner of the same legion might lead ten mounted warriors. If any rank doesn
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
30. Warrior Training This area extends under area 31, as indicated on map 16. Characters who listen at a door to this room before entering hear a female voice barking commands in Gith and the sound
of warriors in training. The chamber contains the following: Githyanki. A female githyanki knight named Saziq leads six githyanki warriors (three females and three males) in weapon drills.
Training
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Charisma High Wizard Spellbooks Intelligence Average A Balanced Party
The classic D&D party comprises a Cleric, Fighter, Rogue, and Wizard. Those four classes have the longest history in the game
â section later in the chapter for more information. Note Armor Training Your class might give you training with certain categories of armor. Note your armor training on your character sheet. Armor
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Thievesâ Cant During your rogue training you learned thievesâ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature
that knows thievesâ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Thievesâ Cant During your rogue training you learned thievesâ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature
that knows thievesâ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sit on beds and debate the finer points of magic. Each gish uses a crystal orb as an arcane focus and fights to the death.
Window Slits. Four 2-foot-long, 6-inch-wide window slits offer views of
stars, the planet Toril, and the occasional spectacular sunrise.
17c. Arcane Training Ground The scorched remains of straw dummies crafted to resemble illithids are scattered around this rough-walled octagonal room. Burn marks from spell training cover the walls, floor, and ceiling.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Occult lore Charisma High Wizard Spellbooks Intelligence Average A Balanced Party
The classic D&D party comprises a Cleric, Fighter, Rogue, and Wizard. Those four classes have the longest history in
Higher Levelsâ section later in the chapter for more information. Note Armor Training Your class might give you training with certain categories of armor. Note your armor training on your character sheet
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
People of Setessa The populace of Setessa live in a beautiful paradise, and theyâre prepared to fight to the death to protect it. The constant training in archery, falconry, riding, and close combat
culminate in a journey called peregrination, where they wander the world until they find a new place to call home. The few men who reside permanently in Setessa live in the Amatrophon, training and
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
adventuring party. Consider adding one or more sidekicks to round out your charactersâ group if there are fewer than four players. As the DM, you can play sidekicks, or players can play them alongside their own
combination of the adventures the sidekick has shared with the group and the sidekickâs own training. A sidekickâs level should always equal the average level of the adventuring party, and it should go
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
L4. Training Grounds Cries and the sounds of stomping feet cut through the air. Within the open courtyard, a tall, imperious woman barks orders at four younger individuals.
This wide stone
courtyard is surrounded by weapon racks, balance beams, sandbags, and wooden training posts for striking. From sunrise to sunset, the inhabitants of the temple train here under harsh conditions. Violence is
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Proficiencies Choose 2: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, or Survival Weapon Proficiencies Simple weapons Tool Proficiencies Herbalism Kit Armor Training Light armor and
call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction. Revering nature above all
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Medicine, Nature, Perception, Religion, or Survival Weapon Proficiencies Simple weapons Tool Proficiencies Herbalism Kit Armor Training Light armor and Shields Starting Equipment Choose A or B: (A
magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction. Revering nature above all, individual Druids gain their magic from nature, a nature
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
with goblins for at least as long as humans have worked with dogs and horses, and in goblin society those two animals serve similar purposes.
Family Matters
A goblin tribe is organized in a four
patience needed to learn and practice wizardry, and they fare poorly even when given access to the necessary training and knowledge. Sorcerers are less prevalent among them than in many other races, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Nursery Infant githyanki are brought to the crĂšche shortly after birth and raised in this nursery until they are old enough to undertake their training. 16a. Sleeping Area Children. Forty
githyanki infants (noncombatants) sleep in crystal cradles arranged in five rows of eight.
Window Slits. Four 2-foot-long, 6-inch-wide window slits reveal the starry void of space beyond.
A creature
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it canât be used again until 7 days have passed. Four types of Horn of Valhalla are known to exist
. 1d100 Horn Type Spirits Requirement 01â40 Silver 2 None 41â75 Brass 3 Proficiency with all Simple weapons 76â90 Bronze 4 Training with all Medium armor 91â00 Iron 5 Proficiency with all Martial weapons
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Fellowship To begin the adventure, read or paraphrase the following: Today is the day! Itâs the official start of your academy training. Fresh from orientation, you and your crewmates are to report
to Saerthe Abizin, the Spelljammer training officer. Before you head out, though, your first stop is the academy refectory for a hearty breakfast.
Found on the Cadet Quarters level, the refectory is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of the hobgoblin phalanx in area 9c. 9a. Training Room Characters who listen at the door hear guttural cheers coming from within. The room contains six hobgoblins. Two are engaged in mock swordplay
with dulled blades in the middle of the room while the other four cheer them on. The room is otherwise empty. 9b. Crypt A granite sarcophagus against the north wall has been opened, its lid dumped onto
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it canât be used again until 7 days have passed. Four types of Horn of Valhalla are known to exist
. 1d100 Horn Type Spirits Requirement 01â40 Silver 2 None 41â75 Brass 3 Proficiency with all Simple weapons 76â90 Bronze 4 Training with all Medium armor 91â00 Iron 5 Proficiency with all Martial weapons
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
series of tests designed to reveal any potential for treachery. Those who fail are slain, while those who pass receive secret training in the arts of magic and stealth. This indoctrination is a slow
and arduous process; many aspirants donât finish it, and years might go by during which the iron shadows welcome no new members into their ranks. When a recruitâs training is complete, they are tasked
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
their stat block later in the adventure). Their wheelbarrow contains four bodiesâthe remains of two adult humans (monks) who were killed in training exercises, and the remains of two forest gnomes who
initiates who canât handle the rigors of training, spies who meddle in his affairs, and lost travelers who accidentally discover his temple. The white-robed figures are two Immortal Lotus monks (see
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
over to drop off their gear, four cadets march toward them. One of those cadetsâa confident-looking moon elfâhurls her kit bag onto the bunk before the character can get there. âChange of plan, greenie
Gymnasium features a magically powered arena that can be reconfigured for a variety of training exercises. For the induction of new recruits, it is set up for a standard cadet training course. Orientation
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Z1. Main Room The Black Networkâs main business is recruiting, training, and equipping sellswords. Crates packed with weapons, rations, boots, black uniforms, and other gear fill the warehouse. When
the characters try to enter, determine if the four kenku inside are aware of their presence before reading the boxed text. A character with thievesâ tools can pick the lock on a door or the window
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
.â
âRenaudon Vollmer,
necromancer in training
Necromancer Wizard Medium Humanoid, Any Alignment
Armor Class 12 (15 with Mage Armor)
Hit Points 110 (20d8 + 20)
Speed 30 ft.
STR
9 (â1
11
Languages any four languages
Challenge 9 (5,000 XP) Proficiency Bonus +4
Actions
Multiattack. The necromancer makes three Arcane Burst attacks.
Arcane Burst. Melee or Ranged Spell Attack
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
Quarters A male githyanki knight named Kaaltav dwells in this area. If not already alerted, the knight sleeps in a canopied four-poster and wakes at any loud noise. If he is alerted, the knight moves
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Hobgoblins Hobgoblins of the cruelest bent gain admittance to elite organizations that provide special training above and beyond what military service has to offer. The Academy of Devastation and the
a talent for magic and puts them through a grueling training regimen that endows them with the ability to call down fireballs and other destructive magic on the hostâs behalf. A hobgoblin devastator
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
7. Drake Nursery The short, wide passage between areas 4 and 7 is trapped. See âSpike Trapâ below for details. Simple oil lamps provide dim, flickering light. This chamber contains four kobolds and
the steps. A key hangs on a peg at the top of the steps; it opens the locked gate at the bottom. A rack along the southwest wall holds implements used in training the drakes: long poles with lassos at
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
7. Drake Nursery The short, wide passage between areas 4 and 7 is trapped. See âSpike Trapâ below for details. Simple oil lamps provide dim, flickering light. This chamber contains four kobolds and
the steps. A key hangs on a peg at the top of the steps; it opens the locked gate at the bottom. A rack along the southwest wall holds implements used in training the drakes: long poles with lassos at
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of Chult for Orolunga, another ruined city, in the hopes of consulting with a prescient guardian naga believed to dwell there. Exploring the Ruins The ruins that were left behind form a circle. Four
Baldurâs Gate, and Flaming Fist patrols still visit the site regularly â partly as training for new recruits, partly to make sure nothing was missed. Neither treasure nor clues remain for the player characters to find here.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in combat training exercises. Each is a Medium object with AC 10, 10 hit points, immunity to poison and psychic damage, and vulnerability to fire damage. CRYSTAL STALACTITES
Four githyanki gish (see
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
item. F5: Training Hall This training hall holds bare weapon racks and four straw-stuffed targets painted with bullseyes.
Two hobgoblin archers fire at the targets.
Unless they were called elsewhere
room contains nothing of value to the characters. F4: Barrack This chamber contains a dozen stiff-looking cots, but only four have seen recent use. A large iron strongbox sits against the east wall. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
areas 17a through 17e beyond. 18b. Fight Club Drow. In the middle of the room, a female drow elite warrior named Drinrith Auvryndar (Vlonwelvâs niece) is providing melee combat training to fourteen
smaller, weaker male drow, each one with 6 hit points remaining.
Fresco and Spiders. The eastern wall bears a cracked fresco of a drow city in the Underdark. Clinging to this wall are four giant spiders
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
have more of the temple to explore. The four remaining prisoners include three unarmed commoners and a child noncombatant. Their names are Jalrax, Durz, Seffra, and Ashlan. They were part of a caravan
attacked by the cultists a few days earlier. Two of their companions (the unfortunate victims in the chapel) were taken from the cell a few hours earlier. B12. Acolytesâ Training Room Scrolls and






