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Returning 35 results for 'guide conjured learn'.
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Monsters
Spelljammer: Adventures in Space
within 5 feet of itself. The target gains a supernatural charm of the DMâs choice. See the Dungeon Masterâs Guide for more information on supernatural charms.
Natural Shelter. The chwinga
âs Guide.
Charm of Air Bubbles
This charm allows you to cast the air bubble spell (see the Astral Adventurerâs Guide) as an action. Once used three times, this charm goes away.
Charm of
Monsters
Bigby Presents: Glory of the Giants
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Glacial Upheaval"}. The scion digs its hands into the ground at a point it can see within 30 feet of itself and launches a magically conjured mass of
âs Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbingâcreatures in the area without immunity or resistance to cold damage have
Magic Items
Tashaâs Cauldron of Everything
âs Guide:
2 minor beneficial properties
1 major beneficial property
1 minor detrimental property
Spells. The crook has 6 charges. While holding it, you can use an action to expend 1 or more
conjured as a result of this effect appear in random unoccupied spaces within 60 feet of you and are not under your control.
Extraplanar Reversal
d100
Effect
1â25
A portal to
Magic Items
The Book of Many Things
*
65
Warrior
66
Well
67â00
Roll again
*Found in the Deck of Many Things as depicted in the Dungeon Masterâs Guide
Aberration. You gain telepathy within a range of 90
1 year passes, the revenant kills you, or you use a Wish spell to banish it permanently to the afterlife.
Warrior. Your Strength score increases by 2 to a maximum of 22.
Well. You learn three cantrips of your choice from any spell list.
feats
, these gifted few have the ability to communicate with fire-aspected creatures and have power over flames. Tenders guide the flamewoken in honing their talents in service of nature and many flamewoken
Ignan.
You learn the produce flame cantrip. Charisma is your spellcasting ability for this spell.
As a bonus action, you can strengthen the power of your flames. The next time you deal fire damage
feats
Wayfinder's Guide to Eberron
.
You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you
options in chapter 7 of the Dungeon Masterâs Guide. If the character fails to gain a boon, they have a 10 percent chance the next time they gain a level.
If the character gains a boon, the DM
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
takes to the air. Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him
otherworldly influence, or exposure to unknown cosmic forces. One canât study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
takes to the air. Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him
otherworldly influence, or exposure to unknown cosmic forces. One canât study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Dungeon Masterâs Guide). 12a. Hell Hounds Ceiling. This hall has an arched, 30-foot-high ceiling.
Hounds. Five hell hounds patrol the hall. They obey the commands of fire giants and attack intruders on
spoiling for a fight. The fires in the forges are conjured from the Elemental Plane of Fire. A stone lever built into each forge closes a valve in the back of it, extinguishing the flames. Any creature that enters a lit forge or starts its turn in one takes 55 (10d10) fire damage.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Booâs Astral Menagerie
place of those described in the Dungeon Masterâs Guide.
Charm of Air Bubbles This charm allows you to cast the air bubble spell (see the Astral Adventurerâs Guide) as an action. Once used three times
, this charm goes away.
Charm of Instant Tools This charm allows you to magically conjure a set of artisanâs tools, navigatorâs tools, or thievesâ tools. The conjured tools appear either in your hand
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Venturing from Sagorpur The swamp forests of Shankhabhumi defy attempts to map them. Travelers along the rivers must rely on experienced navigators to guide them. As the characters prepare to head
upriver to find Amanisha, they learn many of the cityâs watercraft were damaged by the disastrous wave. Even if they have their own vessel, theyâll still need to hire a navigator for it. Characters who
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
patience needed to learn and practice wizardry, and they fare poorly even when given access to the necessary training and knowledge. Sorcerers are less prevalent among them than in many other races, and
Adventurerâs Guide.) Use one of the warlock stat blocks in appendix B to represent this goblin, adding darkvision and the Nimble Escape traits common to all goblins.
Booyahg Booyahg Booyahg. This
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Gaining Access By the time they have visited the locations detailed in the previous chapters, the characters should have knowledge of a route to the surface world and a map or guide to help them
navigate it. These two goals should serve as tools to help motivate the players throughout the earlier chapters of the adventure. As a reward in one chapter, the characters might learn of the existence of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
chapter 2, âCreating a Multiverse,â in the Dungeon Masterâs Guide). Itâs a 20-foot-diameter sphere built of 1-foot-wide bands of magically hardened and shaped bronze, engraved with arcane symbols. Gaps
in the bands show various gears and articulation arms within the sphere, which rotate and shift to represent the relationships between the various known planes of existence. Characters might learn
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
can learn at this time. The characters can travel with Vizeran, or he provides them with a map and precise directions to guide them to Araj if they want to deal with other matters in the Underdark
after the characters learn the most essential information. If the players persist beyond that point, their efforts prove fruitless, and the librarians or their assistants suggest there is no more they
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
her camp. She promises to return by the following dawn. The âCudgelâs Reportâ section details what Cudgel learns. Mayor Raven is eager to learn more about Gragonisâs meeting in the woods west of town
, despite not wanting anyone else to leave the village. She plans to send out local hunters in the morning, but she responds with gratitude if the characters offer to investigate the woods instead. Raven offers to send Darrett with them as a guideâa task he eagerly agrees to.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Infusions Known When you gain this feature, pick four artificer infusions to learn, choosing from the âArtificer Infusionsâ section at the end of the classâs description. You learn additional infusions of
decide to attune to the item later, you must do so using the normal process for attunement (see âAttunementâ in chapter 7 of the Dungeon Masterâs Guide). Your infusion remains in an item indefinitely
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
their mountain fort (see âKarkolohkâ). The characters can learn about the spire in Ten-Towns (see âTall Tales in Ten-Townsâ), or they might stumble upon it accidentally while hunting (see âHunt for the
Red Yetiâ). The NPC who tells the tale is willing to guide the characters to the spireâs location for no less than 20 gp. After doing so, the guide wishes the party luck before heading back to Ten
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, choosing to remain at Candlekeep for a few days before returning to Baldurâs Gate. Characters can use Candlekeepâs library to learn more about the Nine Hells. Chapter 2 of the Dungeon Masterâs Guide
contains lore on all nine layers, which the characters can learn once theyâve spent a day or two researching the plane. Characters can also research devils to learn everything thatâs said about them in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
your players the poster map of Sigil to guide their charactersâ exploration. The map simulates the toutâs extensive knowledge of the cityâs layout, wards, and noteworthy sites. If the characters
decline the guide, they can purchase a map of the city (use the poster map) for 10 gp in any shop that caters to visitors. However, without a guide, the characters might be unfamiliar with some, if not all
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a rangerâs true calling is to defend the outskirts of civilization from the ravages of monsters and
, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilizationâs foes are worth any extra burden. Coddled city folk might
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
learn about this new threat on the horizon. After the characters share what they know, Darrett relates the following information: Kalamanâs troops arenât in any state to take on this flying citadel
will stay and lead the troops back himself. Darrett encourages the characters to rest, then set off for the coast as soon as theyâre ready. If Clystran (see chapter 5) is with Darrettâs troops, he can guide them, hastening the charactersâ journey. Darrett Highwater Wearing Solamnic Armor
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Preparation Before running the adventure, prepare as follows: Step 1. Read the âAdventure Backgroundâ section. Step 2. Review âFrost Giant Factionsâ and the Key NPCs table to learn about individuals
the characters will interact with during the adventure. Step 3. Bookmark the pages in the Dungeon Masterâs Guide or on D&D Beyond detailing the Wand of Wonder and the environmental effects of extreme
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
patterns of the Underdark. Still, better to trust a kuo-toa guide than attempt to traverse the Darklake alone and become lost within it forever. The adventurers can use the Darklake to reach many
is a potential source of watercraft and navigational aid. But as they seek out these resources, the characters learn of terrible powers loose in the Underdark â worse than the drow, the kuo-toa, or any other threat of this dark realm.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a rangerâs true calling is to defend the outskirts of civilization from the ravages of monsters that
compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against monstrous foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Replicate Magic Item Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it
requires attunement. See the itemâs description in the Dungeon Masterâs Guide for more information about it, including the type of object required for its making. If you have Xanatharâs Guide to Everything
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Xanatharâs Guide to Everything, they have to find it. When a character has an opportunity to learn new magicâwhether by studying with a member of the Undying Court or reading the crumbling pages of a giantâs
, and the giants had their own form of the Sovereign Host; while exploring an ancient temple, a cleric could learn new ways to invoke the power of the divine.
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
feature, pick four artificer infusions to learn, choosing from the âArtificer Infusionsâ section at the end of the classâs description. You learn additional infusions of your choice when you reach
. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Masterâs Guide). Your infusion remains in an item
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, reappears. It thanks the donor and asks which plane of existence theyâd like to learn about. Cosmo can give a brief lecture on any plane of existence described in the Dungeon Masterâs Guide. If a
boxy shape and wears a pair of oversized glasses. The illusory modron adjusts its glasses and joyfully greets you in Common:
âHello, and welcome to the Planartarium. You can learn more about the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Infusions Known When you gain this feature, pick four artificer infusions to learn, choosing from the âArtificer Infusionsâ section at the end of the classâs description. You learn additional infusions of
decide to attune to the item later, you must do so using the normal process for attunement (see âAttunementâ in chapter 7 of the Dungeon Masterâs Guide). Your infusion remains in an item indefinitely
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
: Increase your Constitution score by 1, to a maximum of 20. You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn
the Dungeon Masterâs Guide. If the character fails to gain a boon, they have a 10 percent chance the next time they gain a level. If the character gains a boon, the DM chooses it or determines it
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
patron has abundant resources to facilitate it. You can call in a favor to delegate the work of researching lore (a downtime activity described in the Playerâs Handbook or Xanatharâs Guide to Everything
the Playerâs Handbook or Xanatharâs Guide to Everything), you pay only one-half the normal cost, assuming that what you are studying is something the university teaches. Training in languages, musical
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Horizon Walker Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you
within 1 mile of you. Once you use this feature, you canât use it again until you finish a short or long rest. See the âPlanar Travelâ section in chapter 2 of the Dungeon Masterâs Guide for examples of
Compendium
- Sources->Dungeons & Dragons->Monster Manual
summoner access to what it protects. A spectator might converse with other creatures, openly discussing its orders and the magic-user who conjured it, but it has no ambitions of its own and wonât abandon
nothingness or wander away, seeking to learn more of the multiverse. Spectator Medium Aberration (Beholder), Lawful Neutral
AC 14 Initiative +2 (12)
HP 45 (7d8 + 14)
Speed 5 ft., Fly 30 ft. (hover
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Rumors in Red Larch Red Larch is described in detail in chapter 2. Characters who take the time to talk to locals might gain a lead or learn something useful. The best places to hear the latest
. Larmon hangs around Gaelkurâs. He can guide the characters to the site where he found the graves, but he insists on waiting until morning. An Amnian merchant heading north on the Long Road stopped






