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                        Returning 35 results for 'guilds construct learn'.
                    
                
                        
                            
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                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    
02
Balance*
03
Beast
04
Book
05
Bridge
06
Campfire
07
Cavern
08
Celestial
09
Comet*
10
Construct
11
Corpse
12
Crossroads
13
                                                
                                            
                                                
                                                    , while leaving your hands free.
Celestial. You sprout a pair of softly luminescent, feathered wings from your back and gain a flying speed of 30 feet.
Construct. A homunculus appears in an
                                                
                                            
                                        
                                                    Teleportation Circle
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guilds, and other important places have permanent teleportation
                                                
                                            
                                                
                                                     this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil
                                                
                                            
                                        
                                                    Simulacrum
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    . Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands
                                                
                                            
                                                
                                                    , moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other
                                                
                                            
                                        
                                                     Backgrounds
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Numerous guilds and professional associations exist in Baldur’s Gate, covering every imaginable trade and discipline from gravediggers to moneylenders.
You are a member of an artisan’s
                                                
                                            
                                                
                                                     traveler’s clothes, and a pouch containing 15 gp
Guild Business
Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     against the schemes and ambitions of the other guilds, so much the better.
Skill Proficiencies: Arcana, Medicine
Languages: Two of your choice
Equipment: A Simic insignia, a set of
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Species
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Sylvan, and encounters with human visitors prompted many of them to learn Common as well.
Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has
                                                
                                            
                                                
                                                     you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Guilds and Guild Law No aspect of life in Waterdeep goes untouched by at least one of its more than forty guilds. Virtually every profession has an associated guild, and there’s hardly a citizen of
                                                
                                            
                                                
                                                     the city who doesn’t belong to one or more guilds, or doesn’t work for someone who does. As a visitor to Waterdeep, you need to know this, lest you run afoul of “Guild Law.” Guild Law isn’t technically
                                                
                                            
                                        
                                                    Kenku
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    . Every kenku is born with a desire to take to the air, and those who learn spellcasting do so in hope of mastering spells that will allow them to fly. Rumors of magic items such as flying carpets, brooms
                                                
                                            
                                                
                                                     structures that would collapse beneath a human or an orc.
Some thieves’ guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    You’re a spy. Secrets and misinformation are your stock in trade. You skulk in the shadows, infiltrate other guilds, and steal the most precious secrets, whether they’re written in locked
                                                
                                            
                                                
                                                    . 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: 
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     activities. (Other guilds typically charge dues somewhere between 10 and 15 gp per year.) Information. An adventurers’ guild headquarters makes a good place to learn about topics relevant to adventurers
                                                
                                            
                                                
                                                     an account with House Kundarak banks that allow its members to store valuables in secure vaults. Some guilds have access to items such as a bag of holding or a safe that opens into a similar extradimensional space. In the worst case, an item can be hidden in a guildhall’s basement for a time.
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     traveled in Waterdeep’s baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or
                                                
                                            
                                                
                                                    
I’ll do anything to get my hands on something rare or priceless.
2
I’m quick to assume that someone is trying to cheat me.
3
No one must ever learn that I once stole money
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Chapter 4 Summary Chapter 4 takes place on the continent of Khorvaire in the world of Eberron. The characters learn that the third rod piece is located in the Mournland, a magical wasteland
                                                
                                            
                                                
                                                    . Eventually, the characters discover that the piece is located within an enormous, deactivated construct called Landro. The characters must navigate this colossus and retrieve the rod piece from Landro’s engine room.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Guild Artisan Numerous guilds and professional associations exist in Baldur’s Gate, covering every imaginable trade and discipline from gravediggers to moneylenders. Baldur’s Gate Feature
                                                
                                            
                                                
                                                    . This is the district where you conduct most of your business. Whenever you need information about something in one of that district’s neighborhoods, you can seek out crew members in that area and learn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
                                                    
                                                
                                            
                                                    Guild Artisan Numerous guilds and professional associations exist in Baldur’s Gate, covering every imaginable trade and discipline from gravediggers to moneylenders. Baldur’s Gate Feature
                                                
                                            
                                                
                                                    . This is the district where you conduct most of your business. Whenever you need information about something in one of that district’s neighborhoods, you can seek out crew members in that area and learn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation
                                                
                                            
                                                
                                                     this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation
                                                
                                            
                                                
                                                     this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Monster Research Adventurers can research what a creature is likely to desire. The Monster Research table suggests which skills can be used to learn about a creature of a particular type. The DC for
                                                
                                            
                                                
                                                     Religion Construct Arcana Dragon Arcana, History, or Nature Elemental Arcana or Nature Fey Arcana or Nature Fiend Arcana or Religion Giant History Humanoid History Monstrosity Nature or Survival Ooze Arcana or Survival Plant Nature or Survival Undead Arcana or Religion
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     construct fortresses on land deeded them by local rulers. They found guilds, temples, or martial orders. They take on apprentices or students of their own. They broker peace between nations or lead them into war. And their formidable reputations attract the attention of very powerful foes.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     plans mean something dire for the Ravnican populace. To House Dimir, knowledge is power. The guild hungers to learn everything it doesn’t already know, especially the weaknesses of its adversaries
                                                
                                            
                                                
                                                     by other guilds can destabilize that web. When the Boros take sudden, forceful action inspired by an unexpected burst of zeal, the Dimir can be caught off guard. The Selesnya behave predictably on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Running This Chapter Characters who learn of Xardorok’s plot to forge a dragon of chardalyn and unleash it upon Ten-Towns might decide to launch a preemptive strike on Xardorok’s fortress. This
                                                
                                            
                                                
                                                     construct and set it loose, leaving the characters with an agonizing decision: press the attack against the duergar fortress, or intercept the dragon in Ten-Towns. If they choose the latter course
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Dreams of Flight Above all else, kenku wish to regain their ability to fly. Every kenku is born with a desire to take to the air, and those who learn spellcasting do so in hope of mastering spells
                                                
                                            
                                                
                                                     places. Even so, their light weight and size allow them to dwell in rickety structures that would collapse beneath a human or an orc. Some thieves’ guilds use kenku as lookouts and messengers. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     selfishness threatens the coherence of the group. The greatest danger that Selesnya faces lies in the ambitions of other guilds, which are flourishing in the absence of the Guildpact. Selesnya’s way
                                                
                                            
                                                
                                                     of curbing this grasping selfishness has always been to outnumber the other guilds. Its members aren’t naive; they fully realize that the ambitions of other guilds will lead to violence. And they aim
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                    Fighters “Slow to learn, aren’t they?” a white-haired old knight who’d lost his helm in the last fray drawled. “This is getting to be like a proper romp in the Dragonjaws, it is! I’ll have to get my
                                                
                                            
                                                
                                                     in a fight. Able-bodied folk in many parts of the Sword Coast and the North learn at least the rudiments of combat as part of a local militia, serving in times of need, while a few go on to become
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Character Details Your character’s name and physical description might be the first things that the other players at the table learn about you. It’s worth thinking about how these characteristics
                                                
                                            
                                                
                                                     thieves’ guilds in the city, and he ascended the ranks of the guild quickly despite his youth. Artemis became the favored assassin of one of the city’s pashas, who sent him to far-off Icewind Dale to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Character Details Your character’s name and physical description might be the first things that the other players at the table learn about you. It’s worth thinking about how these characteristics
                                                
                                            
                                                
                                                     thieves’ guilds in the city, and he ascended the ranks of the guild quickly despite his youth. Artemis became the favored assassin of one of the city’s pashas, who sent him to far-off Icewind Dale to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     long-dead foe and learn how they’re keeping you from being magically resurrected. 
   8  Discover a secret from an infamous member of your family who became a typhon (see chapter 6). 
   9  Save a
                                                
                                            
                                                
                                                     binds. 
   11  Lead an immortal anvilwrought to Erebos’s palace and convince the god to let the construct die. 
   12  Discover why Erebos is no longer allowing certain individuals to die. 
   13
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    , the illusion uses all the statistics of the creature it duplicates, except that it is a construct. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands
                                                
                                            
                                                
                                                    , moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    , the illusion uses all the statistics of the creature it duplicates, except that it is a construct. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands
                                                
                                            
                                                
                                                    , moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     make an Intelligence check or use divination magic to learn something about a creature, that knowledge comes with added trivia of the DM’s devising.
05
You emanate a weak magnetic aura
                                                
                                            
                                                
                                                     learn your alignment by magical means, and you have advantage on Charisma checks involving creatures that also share your alignment.
You have disadvantage on Charisma checks involving creatures that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    Homunculus Servant Prerequisite: 6th-level artificer
Item: A gem worth at least 100 gp or a dragonshard You learn intricate methods for magically creating a special homunculus that serves you. The
                                                
                                            
                                                
                                                     points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space. Homunculus Servant
 Tiny construct, neutral
 Armor Class 13 (natural armor)
 Hit Points equal the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Homunculus Servant Item: A gem or crystal worth at least 100 gp You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s
                                                
                                            
                                                
                                                     its heart in its space. Homunculus Servant
 Tiny construct
 Armor Class 13 (natural armor)
 Hit Points 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Homunculus Servant Item: A gem or crystal worth at least 100 gp You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature’s
                                                
                                            
                                                
                                                     its heart in its space. Homunculus Servant
 Tiny construct
 Armor Class 13 (natural armor)
 Hit Points 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     learn their initial skill set through the school of necessity, forced to steal or kill to survive. More advanced talents, however, are generally taught through one of the many criminal guilds that crop up
                                                
                                            
                                                
                                                     officially. Former Guilds    d8 Guild 
     1  The Tumble Dumplings, an all-halfling guild whose cover identities are acrobats 
   2  The Char Hawks, whose front operation is a well-known cleaning service
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     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->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     you have smith’s tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die. Steel Defender
 Medium construct
 Armor
                                                
                                            
                                                
                                                    , reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
 Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within
                                                
                                            
                                        






