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Returning 35 results for 'gift calls learning'.
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Monsters
Fizban's Treasury of Dragons
gift to share in another’s joy, even if sometimes you must bear their pain, too. (Good)
3
Hospitality. We all live beautiful lives—it would be a shame not to share our lives with others
. (Neutral)
4
Determinism. Our destinies may already be written, but the way we achieve them still matters. (Any)
5
Fun and Games. Play is learning, but without the boredom. (Chaotic
Monsters
Fizban's Treasury of Dragons
. It’s a gift to share in another’s joy, even if sometimes you must bear their pain, too. (Good)
3
Hospitality. We all live beautiful lives—it would be a shame not to share our
lives with others. (Neutral)
4
Determinism. Our destinies may already be written, but the way we achieve them still matters. (Any)
5
Fun and Games. Play is learning, but without the boredom
Monsters
Fizban's Treasury of Dragons
. (Chaotic)
2
Empathy. It’s a gift to share in another’s joy, even if sometimes you must bear their pain, too. (Good)
3
Hospitality. We all live beautiful lives—it would be a
shame not to share our lives with others. (Neutral)
4
Determinism. Our destinies may already be written, but the way we achieve them still matters. (Any)
5
Fun and Games. Play is learning, but
Monsters
Fizban's Treasury of Dragons
something new. (Chaotic)
2
Empathy. It’s a gift to share in another’s joy, even if sometimes you must bear their pain, too. (Good)
3
Hospitality. We all live beautiful lives—it
is learning, but without the boredom. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks
Backgrounds
Sword Coast Adventurer's Guide
, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you — by force, if need be.
Skill
hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into
learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into
learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Artavazda’s Last Mission Upon learning that the Silent Roar is merely performing a banned play that evening, characters working with the Brightguard can report back to Artavazda at the Noble Jewel
endeavor, Artavazda offers to reward them with a gift from Atash himself and another 500 gp gem for each character.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Empathy. It’s a gift to share in another’s joy, even if sometimes you must bear their pain, too. (Good)
3 Hospitality. We all live beautiful lives—it would be a shame not to share our lives with
others. (Neutral)
4 Determinism. Our destinies may already be written, but the way we achieve them still matters. (Any)
5 Fun and Games. Play is learning, but without the boredom. (Chaotic)
6 Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Council of War The Saltmarsh Town Council calls a meeting with the adventurers who have been approached to undertake the next mission, in the presence of as many townsfolk as can fit in the modest
at the meeting, they provide precious information to the council about their former lair (see “A Great Gift”). Merfolk. A single merfolk salvager (see appendix C) named Aryn represents her colony in
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
was conquered by Maglubiyet, after all, and now when the Mighty One calls for it, even their souls are forfeit. It is this realization that drives them to dominate other creatures whenever they can
circlet of blasting, or the like) and learned how to use it.
Booyahg Whip. Khurgorbaeyag saw fit to gift this goblin with powers that enable it to dominate others. The goblin has 1d3 other goblins
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
or family history. The blessing of a dragon or a dryad at a baby’s birth or the strike of lightning from a clear sky might spark a Sorcerer’s gift. So too might the gift of a deity, exposure to the
down through generations. Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art of a Sorcerer is learning to harness and channel that innate magic, allowing the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
inquisitive individuals simply vanish, the Mists delivering them to deadly domains from which they never return. But others manage to band together, learning the ways of the Mists, how to travel through them
, and how to survive their dangers. Those who travel between domains might have the Mist Walker Dark Gift (see chapter 1) or know how to employ Mist talismans (detailed at the start of this chapter
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
others trace it to strange events in their personal or family history. The blessing of a dragon or a dryad at a baby’s birth or the strike of lightning from a clear sky might spark a Sorcerer’s gift
. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
those he deems worthy. When Nafas does grant a wish—the greatest gift the djinni can give—he doesn’t twist the benefactor’s words or maliciously interpret their intentions, but his circumstances prevent
that Nafas can wish away: Destroying or unmaking a magic item Learning the true name of a powerful enemy, such as an angel, an archfey, a demon, or a devil Restoring a creature to life Undoing a debilitating effect, like being transformed into a tree by a barkburr (see appendix B)
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
evil being that calls itself the Scholar. It is curious about the characters and seeks to expose them to its corruptive ideas. Should a character converse with it, the Scholar speaks cryptically while
Scholar shares its secret with only one character. That character gains the following charm (a type of supernatural gift detailed in the Dungeon Master’s Guide). Eyes of the Impossible Supernatural
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
chapter 13—spot an unidentified celestial object drifting across the night sky with their telescope. The observatory calls for brave adventurers to use its teleportation device to investigate. Solar
Bastion Rescue. Hilarion, the angelic leader of the Solar Bastion (see chapter 10), recently sent a trio of knights to investigate the Donjon Sphere, but the knights failed to return. After learning that
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
child enters the world — an event that calls for great celebration. Few dwarves develop romantic feelings for their spouses, at least not in the way that other races do. They view their spouses as
allow those similarities to blind you to their unique traits.
Roles in the Clan Every clan calls upon its members to fill three principal roles, each of which contributes to the group’s welfare. First
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
consciously trying to control its petrifying gaze. When Veldyskar becomes aware of the characters, he calls them over, speaking in all the languages he knows until he determines that the characters
guide, it takes the characters another eight hours to reach the gates of Gravenhollow. Untold years ago, a visiting stone giant druid presented the librarians with a gift: Veldyskar, an intelligent
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, a character must spend 1 day and 5 gp researching the location of a key. At the end of this day, the character makes a DC 15 Intelligence (Investigation) check, learning the location of the key on a
Animated construct Beardless dwarf 2 Beholder eyestalk Bronze dragon scale Cask of dwarven ale 3 Drunken elf Gems worth at least 1,000 gp Gift from a queen 4 Invisible creature Painting of a dwarf miner
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
resistant to all magic except a wish spell. A creature can also remove such a curse on itself by learning and performing a specific task or ritual, determined by rolling on the Ending the Curse table
back for eight miles. Before the centaur will do this willingly, it might demand a gift or service in exchange, or the completion of a quest. 10 You must obtain leaves or pinecones from three
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, reveal a vital secret, or end a destructive conflict. When the other gods send their champions to circumvent divine agreements, Kruphix often calls upon his champions to set things right. The Kruphix’s
vendettas by the followers of other gods. Over the long term, they risk learning things about their world and its gods that could shake their faith. Some might even abandon Kruphix’s principle of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Eldritch Invocation Options When you choose eldritch invocations, you have access to these additional options. A tiefling warlock calls
on the power of his talisman. Bond of the Talisman
disappears after 1 minute. As an action, you can magically erase a name on the page by touching it. Gift of the Protectors Prerequisite: 9th-level warlock, Pact of the Tome feature A new page appears in
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
supernatural gift detailed in the Dungeon Master’s Guide). Memory of the Ancestors. This charm calls the spirit of one of your ancestors to inhabit one weapon of your choice and watch over you. A
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
particularly tough and devious goblin called Sprika. She has tamed and trained a Giant Centipede to act as bodyguards. She carries a gnarled staff that glows with a sickly green light, which she calls her
combat, Sprika continues to shout. She instructs the other goblins to keep the characters away from the bowl, for it is a gift for a powerful “master” in the Caves of Chaos. Tactics. The goblins
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Schnai (“snow”). The Schnai are strong and numerous. When Queen Ingrid of the Schnai has a mind to raid the isles of the Sea Baronies or the coasts of Aerdiaak and the Great Kingdom, she calls upon the
connection to their clan lineage. They preserve a love of learning from their distant ancestors of the Suel Imperium, and they value knowledge of the natural world as highly as they do the skills of hunting
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
traditions, many Vistani travel between domains, learning much of hidden lands, the many faces of evil, and the strange wonders of the Mists. A people unto themselves, Vistani refuse to be captives of a
same world as Barovia, many Vistani look toward the future, learning from their traditions and from one another to better face whatever lies ahead. Vistani bands consist primarily of one or more
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
, then quickly move to the next part of the story.
More DM Advice
Play Time. Learning to pace an adventure to make sure that it runs in a set time frame takes practice, but here are some tips to
the DM calls for a d20 roll. (See the "D20 Tests" section earlier in this document.) This roll, plus its modifiers, determines whether the character succeeds or fails. What does success or failure
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Learning more from her requires effective roleplaying to win her over, as well as a successful DC 13 Charisma (Persuasion) check. Inside the Apartment Doña Rosa’s tiny apartment consists of a living room
of supernatural gift detailed in the Dungeon Master’s Guide). You can cast speak with dead during a long rest to contact the spirit of a friend or family member without that spirit’s corpse. The
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
it is to see you again.”
This is Renesnuprah, an adult time dragon (see Morte’s Planar Parade). Renesnuprah warmly greets the characters by name and calls them friends. She can share general details
time dragon (see Morte’s Planar Parade). She departs before the characters can act. The scale Reenee left begins to glow as it transforms into the following charm (a type of supernatural gift detailed in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
were known to raid Ten-Towns for supplies, but now the Tribe of the Elk is learning to live in peace with the more civilized people of Ten-Towns. The other three Reghed tribes — the Tribe of the Tiger
against Isarr. Although Isarr calls himself the Wolf King, few others in the Wolf tribe support him in that claim.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
to Kost, even by calling out a greeting or answering his questions during combat, he temporarily calls off his zombies. The Red Wizard is not particularly aggressive, and he is willing to strike a deal
tiny jeweled box (25 gp) containing a ring of protection from ancient Netheril, the Red Wizard’s most interesting discovery so far. Awarding Experience Points Learning about the Red Wizard’s presence at
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spellbook. You don’t need to have the spell prepared. Spellcasting Focus You can use an arcane focus (see chapter 5, “Equipment”) as a spellcasting focus for your wizard spells. Learning Spells of
notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your spellbook. You don’t need to have the spell prepared. Spellcasting Focus You can use an arcane focus (see chapter 5, “Equipment”) as a spellcasting focus for your wizard spells. Learning Spells
margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
is Sincerity, a lawful evil assassin (without weapons at the moment). Sincerity benefits from a supernatural gift that permanently grants her the effects of the spell glibness. Varrel and Rolm let the
ask to go to Sincerity’s home, Varrel directs them to a tower of comfortable apartments. He won’t go with them, as a lantern archon calls him away for some official errand. The characters can decide






