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Returning 35 results for 'gain confidence locations'.
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gain confidence location
Spells
Player’s Handbook
You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground
; you learn those facts as they pertain to the spell’s area:
Locations of settlements
Locations of portals to other planes of existence
Location of one Challenge Rating 10+ creature (DM’s
Magic Items
Acquisitions Incorporated
When you attain rank 4, you gain a small tome that is an uncommon magic item. The elder cartographer’s glossography grants advantage on Intelligence or Wisdom checks related to geographical features or locations.
Monsters
Spelljammer: Adventures in Space
versa, and the swarm can move through any opening large enough for a Tiny neogi hatchling. The swarm can’t regain hit points or gain temporary hit points.Swarm of Bites. Melee Weapon Attack: +3
’s neck and head. It can poison the body and the mind of its targets and can subjugate even beings that are physically superior.
Neogi usually dwell in far-flung locations on the Material Plane
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in
the households of their genie parents.
Wild and Confident
Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful
Monsters
Eberron: Rising from the Last War
Belashyrra must succeed on a DC 22 Constitution saving throw or take 19 (3d12);{"diceNotation":"3d12","rollType":"damage","rollAction":"Rend Reality","rollDamageType":"force"} force damage and gain
actual locations, imposing disadvantage on the creature’s attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect
Monsters
Fizban's Treasury of Dragons
realize they enjoy hunting together.
5
A tempestuous marid continually floods the carefully dried-out lair of a topaz dragon.
6
A sahuagin baron attempts to gain the support of other sahuagin
chosen scenic locations with anything that isn’t food. They often abandon lairs to seek new vistas, so the interiors of their lairs often feel less finished than those of other dragons. Topaz
Backgrounds
Sword Coast Adventurer's Guide
locations discussed here, it is far more unnatural. You hail from one of the settlements in the Underdark, each of which has its own strange customs and laws. If you are a native of one of the great
speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and
Speak with Animals
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give
you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Arcadia Creatures influenced by Arcadia gain perfectly symmetrical features and appear eternally youthful or vigorous. A creature influenced by Arcadia also gains one or more of following traits of
of confidence and hope surrounds the creature. When another creature that has the frightened condition starts its turn within 5 feet of the creature, the frightened condition affecting it is suppressed for 1 minute. When this suppression ends, the condition resumes if its duration hasn’t expired.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Arcadia Creatures influenced by Arcadia gain perfectly symmetrical features and appear eternally youthful or vigorous. A creature influenced by Arcadia also gains one or more of following traits of
of confidence and hope surrounds the creature. When another creature that has the frightened condition starts its turn within 5 feet of the creature, the frightened condition affecting it is suppressed for 1 minute. When this suppression ends, the condition resumes if its duration hasn’t expired.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
any order, so it’s up to you to decide when the characters gain these levels. Consider using two of the following suggestions: The characters gain a level after completing three adventuring locations
Character Advancement In this chapter, the characters advance from 6th to 8th level as they traverse the Northern Wastes. This chapter features multiple adventuring locations that can be explored in
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
any order, so it’s up to you to decide when the characters gain these levels. Consider using two of the following suggestions: The characters gain a level after completing three adventuring locations
Character Advancement In this chapter, the characters advance from 6th to 8th level as they traverse the Northern Wastes. This chapter features multiple adventuring locations that can be explored in
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don’t
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don’t
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
locations described in this chapter. The characters gain a level if they accomplish an extraordinary feat, such as ending the feud between the goliath clans of Skytower Shelter and Wyrmdoom Crag, or
surviving a close encounter with Arveiaturace the White Wyrm. Once the characters reach 7th level, they should no long gain levels by exploring locations or surviving random encounters in this chapter. Instead, direct them to the locations described in chapters 5 through 7.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
locations described in this chapter. The characters gain a level if they accomplish an extraordinary feat, such as ending the feud between the goliath clans of Skytower Shelter and Wyrmdoom Crag, or
surviving a close encounter with Arveiaturace the White Wyrm. Once the characters reach 7th level, they should no long gain levels by exploring locations or surviving random encounters in this chapter. Instead, direct them to the locations described in chapters 5 through 7.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Character Advancement The characters gain a level if they contribute to the dragon’s destruction. If they’re not 7th level by the end of this chapter, lure them to some of the locations in chapter 2 so that they can gain enough levels before continuing with the later chapters.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Character Advancement The characters gain a level if they contribute to the dragon’s destruction. If they’re not 7th level by the end of this chapter, lure them to some of the locations in chapter 2 so that they can gain enough levels before continuing with the later chapters.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
infiltrating the temples. Each cult’s monstrous allies rarely challenge a group of cultists that proceeds with confidence. Human members of the cult have a good chance to spot impostors at close range, but
threats in the prophet’s name, they gain advantage on ability checks they make to bluff or intimidate their way into a temple. Fooled cultists insist on leading the party to one of the cult’s leaders
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
infiltrating the temples. Each cult’s monstrous allies rarely challenge a group of cultists that proceeds with confidence. Human members of the cult have a good chance to spot impostors at close range, but
threats in the prophet’s name, they gain advantage on ability checks they make to bluff or intimidate their way into a temple. Fooled cultists insist on leading the party to one of the cult’s leaders
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Commune with Nature Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S
Duration: Instantaneous
You commune with nature spirits and gain knowledge
: Locations of settlements Locations of portals to other planes of existence Location of one Challenge Rating 10+ creature (DM’s choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Commune with Nature Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S
Duration: Instantaneous
You commune with nature spirits and gain knowledge
: Locations of settlements Locations of portals to other planes of existence Location of one Challenge Rating 10+ creature (DM’s choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Commune with Nature Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S
Duration: Instantaneous
You commune with nature spirits and gain knowledge
: Locations of settlements Locations of portals to other planes of existence Location of one Challenge Rating 10+ creature (DM’s choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Commune with Nature Level 5 Divination (Druid, Ranger) Casting Time: 1 minute or Ritual
Range: Self
Components: V, S
Duration: Instantaneous
You commune with nature spirits and gain knowledge
: Locations of settlements Locations of portals to other planes of existence Location of one Challenge Rating 10+ creature (DM’s choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Speak with Animals 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes You gain the ability to comprehend and verbally communicate with beasts for
the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Speak with Animals 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes You gain the ability to comprehend and verbally communicate with beasts for
the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority. Level 3: Bonus Proficiencies You gain proficiency with three skills of your choice. Level 3
: Cutting Words You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority. Level 3: Bonus Proficiencies You gain proficiency with three skills of your choice. Level 3
: Cutting Words You learn to use your wit to supernaturally distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of yourself
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Speak with Animals 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes You gain the ability to comprehend and verbally communicate with beasts for
the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Speak with Animals 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes You gain the ability to comprehend and verbally communicate with beasts for
the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
.
Akriel Lukas Bite of the Darklord. After gaining a measure of the party’s confidence or singling out a character as a useful favorite, Harkon Lukas asks his eccentric signature question: “May I bite
curses protégés with lycanthropy to force them into a circle of confidence. During the first full moon after a character receives Harkon’s Bite, the Darklord lingers nearby to “discover” their
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
.
Akriel Lukas Bite of the Darklord. After gaining a measure of the party’s confidence or singling out a character as a useful favorite, Harkon Lukas asks his eccentric signature question: “May I bite
curses protégés with lycanthropy to force them into a circle of confidence. During the first full moon after a character receives Harkon’s Bite, the Darklord lingers nearby to “discover” their
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Character Advancement Characters begin the adventure at 1st level and gain XP by defeating monsters. After each game session, add up all the XP earned and distribute it evenly among the party members
. If the characters gain enough XP to advance a level, encourage your players to level up their characters before the next session. Ideally, the characters should fall within the desired level range
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Character Advancement Characters begin the adventure at 1st level and gain XP by defeating monsters. After each game session, add up all the XP earned and distribute it evenly among the party members
. If the characters gain enough XP to advance a level, encourage your players to level up their characters before the next session. Ideally, the characters should fall within the desired level range
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Ruin is a Dungeons & Dragons adventure optimized for four to six characters. Characters begin at 10th level and gain a level at the end of each of this book’s chapters. The characters are the heroes of
the story. This book describes the locations the characters explore and the challenges they must overcome to successfully complete the adventure. All pertinent details about the adventures’ settings and locations are covered in this book.






