Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'gift could location'.
Other Suggestions:
giant cold location
giant could location
giant cloud location
giant could locations
give cold location
Monsters
Bigby Presents: Glory of the Giants
leave an offering worth at least 5 gp stashed in an out-of-the-way place. Cloud giants within 6 miles of the cradle or scion immediately sense the location of this gift. A creature can be affected only
Monsters
Bigby Presents: Glory of the Giants
an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an out-of-the-way place. Cloud giants within 6 miles of the cradle or scion immediately sense the location of this gift
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Supernatural gifts come in two forms: Blessing. A Blessing is usually bestowed by a god or a godlike being. Charm. A Charm is usually the work of a powerful spirit, a magical location, or a mythic creature. Unlike a magic item, a supernatural gift isn’t an object and doesn’t require Attunement.
Supernatural Gifts Axel Defois A magical creature like a unicorn might bestow a supernatural gift A supernatural gift is a special reward granted by a being or force of great magical power
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Supernatural gifts come in two forms: Blessing. A Blessing is usually bestowed by a god or a godlike being. Charm. A Charm is usually the work of a powerful spirit, a magical location, or a mythic creature. Unlike a magic item, a supernatural gift isn’t an object and doesn’t require Attunement.
Supernatural Gifts Axel Defois A magical creature like a unicorn might bestow a supernatural gift A supernatural gift is a special reward granted by a being or force of great magical power
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bestowed by a god or a godlike being. A charm is typically the work of a powerful spirit, a location of ancient magic, or a creature that has legendary actions. Unlike a magic item, a supernatural gift
Supernatural Gifts A supernatural gift is a special reward granted by a being or force of great magical power. Such supernatural gifts come in two forms: blessings and charms. A blessing is usually
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bestowed by a god or a godlike being. A charm is typically the work of a powerful spirit, a location of ancient magic, or a creature that has legendary actions. Unlike a magic item, a supernatural gift
Supernatural Gifts A supernatural gift is a special reward granted by a being or force of great magical power. Such supernatural gifts come in two forms: blessings and charms. A blessing is usually
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Destination Characters who teleport to this location from area K78 in Castle Ravenloft arrive at the point marked T on the map. Amber Sarcophagi Characters who touch the amber sarcophagi are offered
the dark gift he seeks. West Sarcophagus. The vestige within this sarcophagus offers “the dark gift of the Vampyr” to any humanoid creature of evil alignment that touches it. The Vampyr’s gift is the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Destination Characters who teleport to this location from area K78 in Castle Ravenloft arrive at the point marked T on the map. Amber Sarcophagi Characters who touch the amber sarcophagi are offered
the dark gift he seeks. West Sarcophagus. The vestige within this sarcophagus offers “the dark gift of the Vampyr” to any humanoid creature of evil alignment that touches it. The Vampyr’s gift is the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
-lost location drenched in primeval magic. Some Charms can be used only once; others can be used a specific number of times before vanishing. If a Charm lets a character cast a spell, the character
time. A typical Charm mimics the effects of a Potion or spell, so it is easy to create more Charms of your own. Charm of Animal Conjuring Supernatural Gift (Charm) This Charm allows you to cast
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
-lost location drenched in primeval magic. Some Charms can be used only once; others can be used a specific number of times before vanishing. If a Charm lets a character cast a spell, the character
time. A typical Charm mimics the effects of a Potion or spell, so it is easy to create more Charms of your own. Charm of Animal Conjuring Supernatural Gift (Charm) This Charm allows you to cast
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
dark gift of Vaund the Evasive. Vaund’s gift is the power of evasion. This dark gift grants its beneficiary the benefits of an amulet of proof against detection and location and a ring of evasion
vestige within this sarcophagus offers the dark gift of Fekre, Queen of Poxes. Fekre’s gift is the power of spreading disease. This dark gift allows its beneficiary to cast the contagion spell as an
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
dark gift of Vaund the Evasive. Vaund’s gift is the power of evasion. This dark gift grants its beneficiary the benefits of an amulet of proof against detection and location and a ring of evasion
vestige within this sarcophagus offers the dark gift of Fekre, Queen of Poxes. Fekre’s gift is the power of spreading disease. This dark gift allows its beneficiary to cast the contagion spell as an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Vault Keys At the end of an encounter chain, a character who is attuned to the Stone of Golorr can learn the location of the Vault of Dragons and what three keys are needed to open its doors. The
. Illusory versions of keys don’t open the door. Every key can be found or procured in Waterdeep. If the characters don’t already know the location of a key, they can gather information about it. To do this
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Agatha as a gift, the check is automatically successful. If the check fails, Agatha attacks the characters; if it succeeds, she smiles with cold amusement and entertains their questions: “Very well. I
the Harpers to resume their search. The characters might instead choose to ask Agatha about something else—for example, the location of Cragmaw Castle, the location of Wave Echo Cave, the identity of
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
presents it to Agatha as a gift, the check is automatically successful. The ghostly figure smiles with cold amusement. “Very well,” she says. “I know that you seek many things. Ask me one question, and I
instead choose to ask Agatha about something else—for example, the location of Cragmaw Castle, the location of Wave Echo Cave, the identity of the Black Spider, or Hamun Kost’s question about Old Owl
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Vault Keys At the end of an encounter chain, a character who is attuned to the Stone of Golorr can learn the location of the Vault of Dragons and what three keys are needed to open its doors. The
. Illusory versions of keys don’t open the door. Every key can be found or procured in Waterdeep. If the characters don’t already know the location of a key, they can gather information about it. To do this
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Agatha as a gift, the check is automatically successful. If the check fails, Agatha attacks the characters; if it succeeds, she smiles with cold amusement and entertains their questions: “Very well. I
the Harpers to resume their search. The characters might instead choose to ask Agatha about something else—for example, the location of Cragmaw Castle, the location of Wave Echo Cave, the identity of
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
presents it to Agatha as a gift, the check is automatically successful. The ghostly figure smiles with cold amusement. “Very well,” she says. “I know that you seek many things. Ask me one question, and I
instead choose to ask Agatha about something else—for example, the location of Cragmaw Castle, the location of Wave Echo Cave, the identity of the Black Spider, or Hamun Kost’s question about Old Owl
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
descended from the heavens. The dragon Mireu gave the mortals at the Dokkaebi Mountains a divine gift—a pearl infused with the dragon’s own heavenly power, which drove back the mist. Mireu’s people formed
origins. However, if the pearl exists, its location is a secret fiercely guarded by the royal family. The story of Yeonido’s origins is often accompanied by the cautionary tale of the first gwishin. Her
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
descended from the heavens. The dragon Mireu gave the mortals at the Dokkaebi Mountains a divine gift—a pearl infused with the dragon’s own heavenly power, which drove back the mist. Mireu’s people formed
origins. However, if the pearl exists, its location is a secret fiercely guarded by the royal family. The story of Yeonido’s origins is often accompanied by the cautionary tale of the first gwishin. Her
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
humanoid would use its hand. A beholder can’t attune to items that require attunement by a spellcaster or a member of a certain class. A gift is a treasure the beholder can’t use itself but that would
art objects that are pleasing to its alien senses. A beholder usually has the location of all its trophies memorized and immediately senses if something is missing or out of place. Clutter is treasure
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
humanoid would use its hand. A beholder can’t attune to items that require attunement by a spellcaster or a member of a certain class. A gift is a treasure the beholder can’t use itself but that would
art objects that are pleasing to its alien senses. A beholder usually has the location of all its trophies memorized and immediately senses if something is missing or out of place. Clutter is treasure
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. Garaele desires an intermediary to bring Agatha a suitable gift, a jeweled silver comb, and persuade the creature to tell what she knows about the location of a spellbook belonging to a legendary mage
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the contents of the sarcophagus are revealed (see “Treasure” below). At the same time, the character who retrieved the key from the maze receives a supernatural gift from a mysterious benefactor (see
“Acererak’s Gift” below). If a crystal key is inserted when the sarcophagus and the key are not the same color, the key is teleported back to the maze and the sarcophagus remains sealed. Treasure The
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. Garaele desires an intermediary to bring Agatha a suitable gift, a jeweled silver comb, and persuade the creature to tell what she knows about the location of a spellbook belonging to a legendary mage
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
safe passage to virtually any location on the Material Plane by one of three methods: answering a riddle posed by the guardian, offering a valuable gift such as a magic item or a secret to the guardian
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
safe passage to virtually any location on the Material Plane by one of three methods: answering a riddle posed by the guardian, offering a valuable gift such as a magic item or a secret to the guardian
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the contents of the sarcophagus are revealed (see “Treasure” below). At the same time, the character who retrieved the key from the maze receives a supernatural gift from a mysterious benefactor (see
“Acererak’s Gift” below). If a crystal key is inserted when the sarcophagus and the key are not the same color, the key is teleported back to the maze and the sarcophagus remains sealed. Treasure The
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
(particularly scrolls), spellbooks, and arcane knowledge. Whatever the gift, a character must succeed on a DC 10 Charisma (Persuasion) check to convince the wraith of its value. Regardless of what the
. (The wraith doesn’t explain what a spectator is. It merely points toward area 15.) Once it receives its gift, the wraith allows characters to peruse its books and keep the secret map in one of them
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
(particularly scrolls), spellbooks, and arcane knowledge. Whatever the gift, a character must succeed on a DC 10 Charisma (Persuasion) check to convince the wraith of its value. Regardless of what the
. (The wraith doesn’t explain what a spectator is. It merely points toward area 15.) Once it receives its gift, the wraith allows characters to peruse its books and keep the secret map in one of them
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
track down thieves who stole the Bowl of Plenty. This large silver bowl was a gift to the keep, said to bring good fortune to anyone who takes a meal from it. It is a foot wide and weighs 10 pounds. It
.
This adventure hook starts the characters at the point where they have already done some of the work in finding the location, and they are ready to jump into the main part of the adventure. When you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Charms A charm is a minor supernatural gift, which can be received in a large variety of ways. For example, a wizard who finds an eldritch secret in a dead archmage’s spellbook might be infused with
with charms, and some explorers find themselves bearing the magic of a charm after discovering a long-lost location that is drenched in primeval magic. Some charms can be used only once, and others can
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
supernatural gift (see chapter 7 of the Dungeon Master’s Guide) — a charm that allows a character to cast the Galder’s tower spell (see appendix E) once as an action. 3 A treant and a stone golem were
its release with the location of its hidden treasure: 1,000 gp in brightly polished coins. 5 Gathering firewood results in a visit from an angered undead treant. (Use normal statistics, but the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
supernatural gift (see chapter 7 of the Dungeon Master’s Guide) — a charm that allows a character to cast the Galder’s tower spell (see appendix E) once as an action. 3 A treant and a stone golem were
its release with the location of its hidden treasure: 1,000 gp in brightly polished coins. 5 Gathering firewood results in a visit from an angered undead treant. (Use normal statistics, but the
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
track down thieves who stole the Bowl of Plenty. This large silver bowl was a gift to the keep, said to bring good fortune to anyone who takes a meal from it. It is a foot wide and weighs 10 pounds. It
.
This adventure hook starts the characters at the point where they have already done some of the work in finding the location, and they are ready to jump into the main part of the adventure. When you