Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'grasp contacts learn'.
Other Suggestions:
grasp contact learn
grave contract learn
group contains learn
grasp contains least
grace contests learn
Magic Items
Acquisitions Incorporated
mission, make a DC 15 Intelligence (History) check. On a success, you can learn up to three rumors related to creatures or organizations involved in the mission, which come to you through your sending
stone. These rumors reflect current or historical knowledge possessed by Acquisitions Incorporated or the organization’s many contacts.
Improved Rumor Mill
At rank 3, when you use your Rumor
Backgrounds
Guildmasters’ Guide to Ravnica
basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such
Spells
Cantrip
produce flame, shocking grasp
1st
chaos bolt, create or destroy water, unseen servant
2nd
heat metal, rope trick
3rd
call lightning,
Monsters
Mordenkainen's Fiendish Folio Volume 1
, their lack of cunning foiled her plans. Many tumbled into the sea and drowned, too simpleminded and impatient to learn how to swim. Others smashed caravans and crushed their defenders most effectively
deeply embedded magical compulsion to obedience.
Treasure Hungry. The hag had a particular love of silver, and was loath to allow even the smallest bit of that metal to slip through her grasp. Her
Backgrounds
Guildmasters’ Guide to Ravnica
. You can choose your secondary guild or roll to determine it randomly. This secondary guild membership determines a portion of your starting equipment and is also where most of your contacts come from
. You infiltrate your secondary guild to learn its secrets, keep tabs on its activities, or perhaps undermine it from within.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies:
Backgrounds
Guildmasters’ Guide to Ravnica
soldiers
5
Crypsis Project, focused on intelligence and counterintelligence
6
Independent research in a new area
Feature: Researcher
When you attempt to learn or recall a magical or
library, a university, or an independent scholar or other learned person or creature. Knowing where the information can be found doesn’t automatically enable you to learn it; you might need to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, once the characters learn about the existence of Vecna’s Grasp, each of them can use an action to transport themself to or from area E1, provided the location they’re coming from or traveling to isn’t
Vecna’s Grasp Features Areas in Vecna’s Grasp have the following features. Ceilings The ceiling is 40 feet high in area E1 and 10 feet high in the tunnels leading away from that cavern. Lighting
Backgrounds
Baldur’s Gate: Descent into Avernus
spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the
; but what you learn you pass on to the Guild.
4
The inequality of Baldur’s Gate has driven you to take matters into your own hands. You steal from patriars and rich Lower City residents
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the ways of the sea, however, and you blend in at the docks with ease. You can mingle with foreign crews, learn news from them, and strike up easy friendships. Some of them have contacts with local
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the House House Dimir has a clandestine aspect hidden from all but its most important members. The guildmaster, Lazav, and his direct contacts guide and manipulate the covert operations of the
are concerned. Any given Dimir agent knows of no more than a handful of alleyway contacts and dossier drop spots. One agent knows another only by a code name, or receives communications only at a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Newspaper Contacts Usually, your primary contact—the person who gives you assignments for the newspaper—is an editor of some kind, who takes the stories you write and makes them suitable for the
. Consult the Newspaper Contact table to learn about the editor or other newspaper figure you’re responsible to. Newspaper Contact d8 Primary Contact 1 A tough-as-nails senior editor who holds you to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
fiends and angry spirits into their salons. But a few earnest amateur spiritualists genuinely sought to learn more about the secrets beyond their homes, their lives, and the Mists. In these would-be
occultists, the wereravens saw potential. KEEPER CHARACTERS
Characters playing members of the Keepers of the Feather have access to contacts with interest in spiritualism and the occult, including hapless
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Varrin’s Proposition Varrin Axebreaker (lawful good, dwarf noble) contacts the characters to enlist their aid in retrieving the key. Varrin’s braided hair and beard are black with streaks of gray. He
learn how to open the vault. How you do that is up to you; if you need to spring her from the prison in exchange for this information, please do so. I can provide you with a way in, as well as the
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Varrin’s Proposition Varrin Axebreaker (lawful good, dwarf noble) contacts the characters to enlist their aid in retrieving the key. Varrin’s braided hair and beard are black with streaks of gray. He
learn how to open the vault. How you do that is up to you; if you need to spring her from the prison in exchange for this information, please do so. I can provide you with a way in, as well as the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, the tiefling paladin occultant of the Fellowship of the Golden Mongoose. On the way, Omin Dran contacts them with a request. He wants them to stop in Neverwinter to check on a cache of Acquisitions
— or doing a deal with — Hoobur. With the threats in the lighthouse dispensed with, the characters learn that its franchise members had also recently collected one of the clockwork components of the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice. Fighting Spirit Starting at 3rd level, your intensity in battle can shield you and help you strike true
Strike Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
characters can also learn about Emad by spending an hour investigating the bazaar. After doing so, have each character investigating the market make a Wisdom (Perception) check. The character who has the
smuggling business is dwindling, as his contacts fear provoking Atash or believe there’s no money to be made in the isolated city. Emad recently received a strange samovar from a treasure hunter in the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
their own Acquisitions Incorporated franchise! The characters need to send a message to Omin Dran to report their findings. Not long after, Omin contacts them using magic, congratulating them on their
decipher the jargon to learn the following, or Viari can explain the highlights: Franchisees pay a monthly fee to Acquisitions Incorporated to maintain their franchise. As part of that fee, Acquisitions
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about
been shipwrecked and on the brink of drowning when your patron’s grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you. Entities of the deep
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of the domain or Darklord that captures the characters’ attention. How is this matter urgent and time-sensitive? What can the heroes learn that points them to larger threats or the Darklord’s past
dinner.
2 The Darklord contacts the adventurers via letters or dreams.
3 The Darklord meets the adventurers disguised as a nonthreatening inhabitant or animal.
4 The Darklord meets
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the warrens to free up living space for hard-working svirfneblin. He also wants to recover the House Center he believes is still in the wererats’ grasp (see area 28). Senni argues that the wererats
the wererats or work toward an agreement. If Topsy or Turvy are with the party, they want to learn more about the wererat community. If their own nature as wererats is revealed to the Diggermattocks or
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
initiation, which includes a solemn oath of secrecy, learn deeper truths that build upon the basic tenets of the group: Preexistent Souls. The souls of mortal beings have always existed and aren’t part of
; they open the mind to the presence of the All-Consuming Star, helping initiates liberate themselves from the world’s grasp. Esoterica The leaders of the Heralds of the Comet, the hierophants, reserve a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table. When you gain a level in
artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. Artificer Spell List Here’s the list of spells you consult when you learn an artificer spell. The list is
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
they visit those sites in the future, or to better understand some of the events that occurred during a previous visit. For example, they can learn more information about Themberchaud, about the drow
doorway that anyone who knows Dwarvish or Giant can translate: The present is like sand, ever flowing and escaping one’s grasp without mercy or respite.
The records in these rooms detail the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table. When you gain a level in this class, you can replace one of
spell has the ritual tag and you have the spell prepared. Artificer Spell List Here’s the list of spells you consult when you learn an artificer spell. The list is organized by spell level, not
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class
. Grasp of Hadar Prerequisite: eldritch blast cantrip Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table. When you gain a level in this class, you
as a ritual if that spell has the ritual tag and you have the spell prepared. Artificer Spell List Here’s the list of spells you consult when you learn an artificer spell. The list is organized by
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, can supply the characters with clues related to the hags (see “Riddle of the Carousel” below). Diana tells them that they must “speak to the unicorns,” but to earn their trust they must learn the
complete, but Nine’s name tag reads _ _ N _. If you are running this adventure for players who don’t have a good grasp of English proverbs, use different pairs of words that the players will have an
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, whenever your franchise begins a major quest or mission, make a DC 15 Intelligence (History) check. On a success, you can learn up to three rumors related to creatures or organizations involved in the
mission, which come to you through your sending stone. These rumors reflect current or historical knowledge possessed by Acquisitions Incorporated or the organization’s many contacts.
SENDING STONE
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
from time to time. Lady Wylynd believes it’s her family’s responsibility to free the dragon from Shar’s evil grasp one way or another. She asks Helion to meet with the adventurers and convince them to
level or higher An ulitharid (see appendix A) has been using telepathy to contact random people in the city and learn all it can about Waterdeep. Those the creature has contacted know nothing of the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
ruffians to secure his own position in town. Iarno knew of the Black Spider through his contacts in the Lords’ Alliance and brokered a meeting. The drow promised to share the secrets and wealth of the
learn of his predicament and “arrange for his freedom.” If he is questioned while in captivity, Iarno relates the following information, all of which is true: The Black Spider is a drow (dark elf). The
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, but pockets of blue spellfire and the warping effects of planar energy can often still be seen in the area. The characters can make use of contacts from episode 3 to determine that agents of the Six
Ishaldra, who studies how evil magic can alter locations in the world. She can help the characters learn how to detect powerful magical essences, but only if they can elude Claugiyliamatar and the other
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, Leosin Erlanthar or Ontharr Frume are likely candidates.) Varram the White. The adventurers learn the location of one of the cult’s highest-ranking leaders—Wyrmspeaker Varram. After discovering that
shaping the fight against the cult. Xonthal’s Tower. The Cult of the Dragon is not without its own internal strife, as the adventurers discover when a cultist contacts them with the offer to turn
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
met their contacts before the adventure starts. The Lords’ Alliance and the Zhentarim, on the other hand, have an elaborate system of pass phrases and secret signs that identify their agents to one
” in chapter 2.) Such contacts can’t promise the characters specific resources or reinforcements, but they’re friendly faces who know the lay of the land and can offer guidance. They can pass messages
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
learn how to swim. Others smashed caravans and crushed their defenders most effectively, but looted cheap, bulky trade goods while leaving valuable smaller treasures behind. Frustrated by her servants
loath to allow even the smallest bit of that metal to slip through her grasp. Her spell gave the crab folk an insatiable love for silver. When they see it, all crab folk feel an irresistible urge to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
to the cult in pursuit of rumors that they can learn to fly, tame the wind, or shed their obesity. Whatever their reasons, they eventually succumb to the cult’s subtle indoctrination, surrendering
is from appendix B):
Cantrips (at will): blade ward, gust,* light, prestidigitation, shocking grasp
1st level (4 slots): feather fall, shield, witch bolt
2nd level (3 slots): dust devil,* gust






