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Returning 35 results for 'hand holds'.
Other Suggestions:
have holds
hand hours
hand hold
hand hands
hand halls
Monsters
Storm King's Thunder
spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile
trade. At any given time, the bag holds 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Equipment"} × 100 gp.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType
Classes
Sword Coast Adventurer's Guide
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal
lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and
Magic Items
Candlekeep Mysteries
Carved from an ogre’s petrified heart, the gray figurine depicts the Demon Prince of Undeath in ghastly detail, clutching his skull-topped wand in one hand and three severed heads by the hair
properties:
Undead within 30 feet of the figurine can’t be turned.
Dead creatures within 30 feet of the figurine can’t be brought back to life.
A creature that holds the figurine while
Classes
Sword Coast Adventurer's Guide
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize—like all power—comes at a price. Once mortal, the Undying has seen mortal
lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and
Monsters
Eberron: Rising from the Last War
waits behind a silver skull.”
3
“Three days, three deaths, three eyes, three breaths.”
4
“Doom falls on the peacock and the sparrow alike. Best be a raven.”
5
“A white hand on a black field holds
Monsters
Keys from the Golden Vault
. Sythian casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14):
At will: mage hand, prestidigitation
1/day each: charm person, faerie fire, unseen servant
holds his students to a rigorous schedule. His bone conductor’s wand doubles as a spellcasting focus.Fire
Monsters
Candlekeep Mysteries
, mage hand, prestidigitation
3/day each: detect magic, dispel magic, faerie fire, hold monster
1/day each: mind blank, teleport
Supreme Mockery. Quill hurls a string of insults laced with enchantments
past.
Although outwardly friendly, Quill is driven by three selfish desires: to preserve his well-being, to alleviate his boredom, and to escape Wisteria Vale. He holds a grudge against the Harpers
Monsters
Curse of Strahd
wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
more important, he believes that the Amber Temple holds the secret to bringing the ancient dead back to life.
With the characters' help, Kasimir thinks he might be able to find out how to restore
Monsters
Adventure Atlas: The Mortuary
of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 19):
At will: detect magic, mage hand, prestidigitation
2/day each: animate
only leader the faction has ever had. A popular Duster legend holds that other than the Lady of Pain herself, Skall is Sigil’s oldest resident, the first creature to live and die in the City of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, disguise self, mage hand, prestidigitation
1/day each: dominate monster, globe of invulnerability, invisibility, modify memory, plane shift (self only), wall of forceNegate Spell (3/Day). The
trapping, but this is a dangerous proposition. Anyone who holds the periapt gains advantage on attacks, saving throws, and checks against the alhoons associated with its creation, and those alhoons in turn
Backgrounds
Ghosts of Saltmarsh
. (Lawful)
3
Invention. Make what you need out of whatever is at hand. (Chaotic)
4
Perfection. To measure a being and find it lacking is the greatest disappointment. (Evil)
5
Reflection. Muddied water always clears in time. (Any)
6
Hope. The horizon at sea holds the greatest promise. (Any)
D6
BOND
1
I must visit all the oceans
Backgrounds
Baldur’s Gate: Descent into Avernus
While some might think it strange to find hermits in a bustling city, others know that sometimes the most profound solitude exists in the midst of a crowd. Baldur’s Gate holds a handful of
background. On the other hand, if you want to go in a more religious direction, the acolyte might be what you’re looking for. Or you could even be a charlatan, posing as a wise and holy person and letting pious fools support you.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: detect magic, mage hand
3/day each: darkness, dimension door, dispel magic
deal or try to steal from it. A morkoth knows every person and object in its collection.
A morkoth’s island has the qualities of a dreamscape. It holds a jumble of objects and creatures the
monsters
(2d10;{"diceNotation":"2d10", "rollType":"damage", "rollDamageType":"Necrotic", "rollAction":"Chill Touch"} Necrotic), Detect Magic, Mage Hand, Message, Tongues
2/Day Each: Blight, Locate Object
, Mage Armor (included in AC)
1/Day Each: Arcane Hand, Detect Thoughts, Dream, Eyebite, Hypnotic Pattern, Fly, Mirror Image, Outcast's Curse, SuggestionLegendary Action Uses: 3. Immediately after
monsters
over liquids as if they were solid.
Curse Bottle. The sinner has a bottle that holds cursed magic. The bottle has AC 15, HP 25, and Immunity to all damage except Force. If the bottle is destroyed, the
Grinning Sinner siphons his trapped patron’s cursed power and makes bargains of his own to snare the souls of the desperate and foolish.
Secret. The Grinning Sinner holds his prowess and
Dragonborn
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
fingers and a thumb on each hand.
The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon
give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.
Though
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
mull over the stories and rumors they collected like a miser counting coins.
Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient
for passage on a ship or a week’s lodging after stealing it. The tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
1 A feud with a rival clan has gotten out of hand, and it’s best that you leave the Holds for a few decades.
2 You’re in a large family and there’s no room for you to shine in your hold
vendetta with a personal rival. Are you seeking to defeat them in battle or in business?
5 You’re searching for a legendary dwarven artifact, removed from the Mror Holds centuries ago by a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
1 A feud with a rival clan has gotten out of hand, and it’s best that you leave the Holds for a few decades.
2 You’re in a large family and there’s no room for you to shine in your hold
vendetta with a personal rival. Are you seeking to defeat them in battle or in business?
5 You’re searching for a legendary dwarven artifact, removed from the Mror Holds centuries ago by a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spell or using similar magic on the sword’s wielder, or by chopping off the hand that holds the weapon. The skeletal hand on the floor belonged to the orc who last held the sword. Echoes Vent shafts in
4. With Sword in Hand Sword Stand. An unadorned wooden armor stand rests in the middle of the room, with a faintly glowing longsword stabbed into it. At the base of the stand lie the skeletal remains
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spell or using similar magic on the sword’s wielder, or by chopping off the hand that holds the weapon. The skeletal hand on the floor belonged to the orc who last held the sword. Echoes Vent shafts in
4. With Sword in Hand Sword Stand. An unadorned wooden armor stand rests in the middle of the room, with a faintly glowing longsword stabbed into it. At the base of the stand lie the skeletal remains
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
likeness of a gaunt, pale-faced man wearing a voluminous black cloak, his pale left hand resting on the head of a wolf that stands next to him. In his right hand, he holds a smoky-gray crystal orb. The
secrets to them. If the characters touch the statue or take the crystal orb from Strahd’s hand, five shadows form around the statue and attack them. The shadows (the spirits of former cultists
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
likeness of a gaunt, pale-faced man wearing a voluminous black cloak, his pale left hand resting on the head of a wolf that stands next to him. In his right hand, he holds a smoky-gray crystal orb. The
secrets to them. If the characters touch the statue or take the crystal orb from Strahd’s hand, five shadows form around the statue and attack them. The shadows (the spirits of former cultists
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
has gotten out of hand, and it’s best that you spend a few decades away from the Holds while things cool down. 2 You come from a large family and there’s no room for you to shine in your hold, so you
Dwarves of the Mror Holds The dwarves of the Mror Holds are defined in part by their relationship to the ancient Realm Below. In a desperate effort to rediscover and reclaim the holdings of their old
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
has gotten out of hand, and it’s best that you spend a few decades away from the Holds while things cool down. 2 You come from a large family and there’s no room for you to shine in your hold, so you
Dwarves of the Mror Holds The dwarves of the Mror Holds are defined in part by their relationship to the ancient Realm Below. In a desperate effort to rediscover and reclaim the holdings of their old
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the wall. The skeleton’s right hand is on its throat, and its left hand holds the matching torch from the empty sconce.
The coins scattered around the trapped chest total 50 gp, 100 sp, and 2,000 cp
great workmanship.
Attached to the east wall are two torch sconces. The southernmost one holds a torch with an intricate metal base. The other is empty. A skeleton in broken plate armor lies against
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the wall. The skeleton’s right hand is on its throat, and its left hand holds the matching torch from the empty sconce.
The coins scattered around the trapped chest total 50 gp, 100 sp, and 2,000 cp
great workmanship.
Attached to the east wall are two torch sconces. The southernmost one holds a torch with an intricate metal base. The other is empty. A skeleton in broken plate armor lies against
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
carved with strange, otherworldly scenes.
The left-hand colossus is a bearded human male wearing exotic clothes, but its face is smashed beyond recognition. It holds a balance in its right hand and a
lying at its feet. The statue holds a shepherd’s crook in its left hand, its right hand raised in warning as well. The relief-carved scenes around the entrance depict things Diderius glimpsed in the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
carved with strange, otherworldly scenes.
The left-hand colossus is a bearded human male wearing exotic clothes, but its face is smashed beyond recognition. It holds a balance in its right hand and a
lying at its feet. The statue holds a shepherd’s crook in its left hand, its right hand raised in warning as well. The relief-carved scenes around the entrance depict things Diderius glimpsed in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
door that opens into area 5d.
The statue holds five gold-painted stone coins in its outstretched hand. Close inspection reveals that one of the coins is loose and can be removed from the statue’s
statue of a cloaked female dwarf, her face half hidden under a cowl. In one outstretched hand, she holds an alien skull, yellowed with age. The statue depicts Deep Duerra, the duergar god of conquest
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
door that opens into area 5d.
The statue holds five gold-painted stone coins in its outstretched hand. Close inspection reveals that one of the coins is loose and can be removed from the statue’s
statue of a cloaked female dwarf, her face half hidden under a cowl. In one outstretched hand, she holds an alien skull, yellowed with age. The statue depicts Deep Duerra, the duergar god of conquest
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
crossbow, a light crossbow, a hand crossbow, and 20 bolts for each weapon. The north cabinet is unlocked and holds a small box containing a deck of playing cards and an assortment of wine glasses
-covered table surrounded by four chairs. Two cabinets stand against the walls. The east cabinet sports a lock that can be picked with thieves’ tools and a successful DC 15 Dexterity check. It holds a heavy
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
crossbow, a light crossbow, a hand crossbow, and 20 bolts for each weapon. The north cabinet is unlocked and holds a small box containing a deck of playing cards and an assortment of wine glasses
-covered table surrounded by four chairs. Two cabinets stand against the walls. The east cabinet sports a lock that can be picked with thieves’ tools and a successful DC 15 Dexterity check. It holds a heavy
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
continent. She holds the key to a treasure she stole from a dwarf clan. In this heist, the characters must infiltrate the prison, retrieve the key from Prisoner 13 (found in a tattoo on her hand), and
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
continent. She holds the key to a treasure she stole from a dwarf clan. In this heist, the characters must infiltrate the prison, retrieve the key from Prisoner 13 (found in a tattoo on her hand), and