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                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate
                                                
                                            
                                                
                                                     an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.
Fool. You have
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     ball of light that contains its soul. The brigganock can’t turn off the light or control its brightness. The soul light sheds bright light in a 10-foot radius and dim light for an additional 10
                                                
                                            
                                                
                                                     feet. If the brigganock dies, its soul light fades away.
Tunneler. Using a pickaxe or similar tool, a brigganock can burrow through solid rock at a speed of 5 feet, leaving a 6-inch-diameter tunnel
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     prior to gaining entrance.
Mahadi presents himself as a charismatic and gracious host. He makes each guest of Infernal Rapture feel as though they’re the most important person in all the planes of
                                                
                                            
                                                
                                                     rank most highly in his esteem.
Of course, guests leaving Infernal Rapture are expected to pay their bills in full prior to departure. If a guest cannot pay for whatever reason, the contract they
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back.
Luminous Blue
                                                
                                            
                                                
                                                    "}
Trait
1
I often fixate on specific historical battles or wars and won’t rest until my hoard contains that conflict’s most significant artifacts.
2
I am constantly aware of a
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of
                                                
                                            
                                                
                                                     or wars and won’t rest until my hoard contains that conflict’s most significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     breath weapon sows weakness, leaving the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a
                                                
                                            
                                                
                                                     hoard contains that conflict’s most significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving
                                                
                                            
                                                
                                                    ;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I often fixate on specific historical battles or wars and won’t rest until my hoard contains that conflict’s most
                                                
                                            
                                        
                                                    Sentinel
                                                    
    
        Legacy
    
    
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                                                     Feats
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                    You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature's speed becomes
                                                
                                            
                                                
                                                     0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack
                                                
                                            
                                        
                                                    Find Familiar
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    .
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket
                                                
                                            
                                                
                                                     with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell
                                                
                                            
                                                
                                                     7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.
Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
                                                
                                            
                                        
                                                    Demilich (Variant)
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     exist.
If the demilich drops to 0 hit points, it is destroyed and turns to powder, leaving behind its gems. Crushing a gem releases any soul trapped within, at which point the target’s body re
                                                
                                            
                                                
                                                     its skull remains. This “demilich” contains only a fragment of the lich’s malevolent life force — just enough so that if it is disturbed, these remains rise into the air and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Sentinel You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits: When you hit a creature with an opportunity attack, the creature’s speed
                                                
                                            
                                                
                                                     becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    T9. Eastern Arch One of the statues atop this arch has crumbled, leaving only the hindquarters of the horse intact. The mountain pass continues beyond. This arch contains 10-foot-square guard posts
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    10. Upstairs Quarters This upstairs hallway is structurally similar to area 8, except that much of it has collapsed, leaving a few rooms to the east and west for the characters to explore. Standing
                                                
                                            
                                                
                                                     and harmless. 10A. Giant Sack This room contains a pair of sculpted stone couches that double as beds. Frost covers everything. Treasure. Characters who search this room find a stitched leather sack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    17. Flooding Pit The corridor beyond the secret door at area 15 contains three open 10-foot-deep pits. Lying at the bottom of each pit, a number of skeletons are shackled to the walls. In addition
                                                
                                            
                                                
                                                     the opening, the skeletons to animate (see below), and the pit to begin filling with water. It takes 5 rounds to completely fill a pit, leaving no air space at the top. After one hour, the slab opens
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    22. Tower Entrance The double door to the north pushes open to reveal area 19 beyond. Creatures that head north through the doorway get no sense that they’re leaving Halaster’s extradimensional tower
                                                
                                            
                                                
                                                     and returning to Undermountain. This room, which has several other doors leading away from it, contains the following features: Statue. Standing atop a raised stone dais in the middle of the room
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    6. Music of the Dead The hallway leading to this chamber is filled with the haunting sound of a harpsichord playing. The room contains the following: Harpsichord. in the middle of the room is a
                                                
                                            
                                                
                                                     damage, and the flesh of its hands is eaten away, leaving bleached white (but functional) skeletal hands. Treasure. Hidden inside the harpsichord is a spell scroll of raise dead. Correctly playing the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    . Elra and her companions obtained the map and notes from one of Markos’s cultists, whom they caught leaving the mansion. The notes are as follows: “Markos has a room on the third floor where he
                                                
                                            
                                                
                                                     performs rituals.” “A cavernous room underneath the basement contains four large crystals—purpose unknown.” “Mansion windows can be unlocked using the password ‘Krokulmar.’”  Map 3.1: Players’ Map
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     (Perception) check or automatically by a character probing the cistern with a pole or jumping in. The satchel contains some valuable items (see the “Treasure” section). Secret Door. A secret door is
                                                
                                            
                                                
                                                     area 2 take notice if the characters make a lot of noise here. They creep into the room, gaining surprise if the characters don’t hear them (see “Surprise” in the Basic Rules). If the ruffians fight in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Theater Level 9 Bastion Facility Prerequisite: None
 Space: Vast
 Hirelings: 4
 Order: Empower
 The Theater contains a stage, a backstage area where props and sets are kept, and a seating area
                                                
                                            
                                                
                                                     expend their Theater die to roll it and add the number rolled to one D20 Test they make, immediately after rolling the d20. If a character hasn’t expended their Theater die before gaining another, their first die is lost.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    X32. Lower East Hall The walls and ceiling of this great hall are coated in amber that glistens like fresh honey. Dust covers the black marble floor. To the north, the hall has collapsed, leaving a
                                                
                                            
                                                
                                                     to all conditions. 
 An amber sarcophagus has AC 16, 80 hit points, and immunity to poison and psychic damage. Destroying one causes the vestige trapped within it to disappear, leaving no trace. You
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the
                                                
                                            
                                                
                                                     can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    , and the Palace of Heart’s Desire simply by walking into or flying over the border mist, whereupon they are instantly transported to the border of whichever part of Prismeer contains their intended
                                                
                                            
                                                
                                                     destination. Most other creatures—including the characters—are forbidden from leaving one part of Prismeer and entering another. Upon reaching the edge of Hither, Thither, Yon, or the palace, they find all
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    , the characters are allowed to pass. If the adventurers attempt to steal any of the treasure or to use the door to area 10 without leaving treasure, the golem attacks. Treasure At the foot of the throne
                                                
                                            
                                                
                                                     is a pile of treasure containing 250 sp, six fine silver necklaces worth 50 gp each, and a potion of fire breath. Even with a quick glance, characters can see that the pile also contains hundreds of copper pieces and worthless bits of jewelry and pottery.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Armory Level 5 Bastion Facility Prerequisite: None
 Space: Roomy
 Hirelings: 1
 Order: Trade
 An Armory contains mannequins for displaying armor, hooks for holding Shields, racks for storing
                                                
                                            
                                                
                                                     1d8 in place of each d6 you would normally roll. When the event is over, the equipment in your Armory is expended regardless of how many Bastion Defenders you have or how many you lost, leaving your Armory depleted until you issue another Trade order to the facility and pay the cost to restock it.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy
                                                
                                            
                                                
                                                    . There, a new modron is created by Primus, with a steady stream of monodrones leaving the Great Modron Cathedral on Mechanus as a result. VARIANT: ROGUE MODRONS
 A modron unit sometimes becomes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your
                                                
                                            
                                                
                                                     your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can’t have more than one familiar at a time
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     result indicates that no commoners are present, that means the drivers are either missing or dead, leaving the horse and wagon unattended. If one or more people are present, assume that they are
                                                
                                            
                                                
                                                    ; the wagon contains their food and their mundane belongings A friendly merchant transporting 2d4 pigs worth 3 gp each; any other persons present are Zhentarim guards (N male and female humans of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    , the characters are allowed to pass. If the adventurers attempt to steal any of the treasure or to use the door to area 10 without leaving treasure, the golem attacks. Treasure At the foot of the
                                                
                                            
                                                
                                                     throne is a pile of treasure containing 250 sp, six fine silver necklaces worth 50 gp each, and a potion of fire breath. Even with a quick glance, characters can see that the pile also contains hundreds of copper pieces and worthless bits of jewelry and pottery.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . The southwest edge of the cave borders a 30-foot-deep, yawning pit with nothing in it.
 Secret Door. The north wall contains a secret door that swivels on a central axis. The secret door can be seen
                                                
                                            
                                                
                                                     door, and retreat to area 7a, leaving the characters to deal with the troll on their own. The mutated troll has an extra pair of arms sprouting from its chest and a fifth arm growing out of its back. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Yarek released the devil, it immediately murdered him. To fulfill its agreement with the mage, the devil must now kill Skrianna. Wards placed on these chambers prevent the devil from leaving, however
                                                
                                            
                                                
                                                     to pass through it normally. This room contains the following: Tapestry. A blood-spattered tapestry hanging on the west wall depicts scores of demons and devils locked in battle. (A secret door hidden
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Gaining a Sidekick Class When you create a sidekick, you choose the class it will have for the rest of its career: Expert, Spellcaster, or Warrior, each of which is detailed below. If a sidekick
                                                
                                            
                                                
                                                     class contains a choice, you may make the choice or let the players make it. Starting Level The starting level of a sidekick is the same as the average level of the group. For example, if a 1st-level
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    4. Residences The village contains eight cottages, each one belonging to a different local family. Half of the homes were badly damaged during the cloud giants’ bombardment. A typical cottage has a
                                                
                                            
                                                
                                                     human family that owned and operated the windmill (area 10). The goblins have already rummaged through the residence, taking anything of value and leaving the interior in disarray. 4b. Osstra Farm A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    , delicious tea magically appears in the protected creature’s hands. A pouch contains enough leaves for one use. Taking a Bubble Ride Any Large or smaller creature that enters the teapot is enveloped in a
                                                
                                            
                                                
                                                     a DC 10 Dexterity (Acrobatics) check, gaining control of the bubble on a success. The character can then steer the bubble and pop it over any location on the carnival map. On a failed check, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     question. He spends his idle hours making gifts for her and, in bat form, leaving them in front of her tower. The lovestruck fool is otherwise bereft of conscience, and he presides over the werebat tribe
                                                
                                            
                                                
                                                     contains 60 gp in a leather pouch, three wooden holy symbols of Malar, a potion of greater healing in a varnished gourd, a pair of dainty slippers, six bleached human skulls, a beautifully carved ivory
                                                
                                            
                                        






