Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'loadstring game:httpget hear api.stealabrainrotinfo.com strike autostealer nobles'.
Other Suggestions:
loadstring game:httpget her api.stealabrainrotinfo.com strike autostealer nobles
loadstring game:httpget heart api.stealabrainrotinfo.com strike autostealer noble
loadstring game:httpget her api.stealabrainrotinfo.com strike autostealer noble
loadstring game:httpget harm api.stealabrainrotinfo.com strike autostealer noble
loadstring game:httpget hard api.stealabrainrotinfo.com strike autostealer nobles
Feats
Forgotten Realms: Heroes of Faerûn
Origin Feat
You gain the following benefits.
Inspiring Strike. Once per turn when you score a Critical Hit against a creature, you can choose an ally within 30 feet of yourself who can see or hear
magic-items
creature who can see or hear you. That creature can immediately use its Reaction to make one attack with a weapon or an Unarmed Strike.
expending 1 or more charges to use any of the following properties.
Forced Endurance. When an ally within 30 feet of you who can see or hear you is reduced to 0 Hit Points but not killed outright, you can
magic-items
you and up to five allies of your choice within 60 feet of you that can hear you. An inspired creature has Advantage on attack rolls until the start of your next turn. When you use this property of the
belt, you can make one attack using a weapon or Unarmed Strike as a Bonus Action.
Once this property is used, it can’t be used again until the next dawn.
Monsters
The Wild Beyond the Witchlight
sleep.Multiattack. Alagarthas makes two melee attacks.
Unarmed Strike. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Unarmed Strike"} to hit, reach 5 ft., one target. Hit: 4
of it makes an attack roll or a saving throw. The creature can add a d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Leadership"} to its roll provided it can hear and understand him. A
Monsters
Acquisitions Incorporated
, silenceMultiattack. Rosie makes three attacks, then makes two unarmed strike attacks.
Staff of the Master (+1 Quarterstaff). Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Staff
(1d8 + 4);{"diceNotation":"1d8+4","rollType":"damage","rollAction":"Staff of the Master","rollDamageType":"bludgeoning"} bludgeoning damage if used with two hands.
Unarmed Strike. Melee Weapon Attack
Monsters
Dragonlance: Shadow of the Dragon Queen
shouts orders and targets up to two other creatures within 60 feet of itself. If a target has the Draconic Devotion trait and can hear the officer, the target can use its reaction to make one melee
weapons blessed by Takhisis to strike with the power of the dragons they fight alongside.
Dragon Army Weapons
The weapons of Dragon Army troops are blessed with an infusion of dragon breath. The type of
Magic Items
Curse of Strahd
heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die.
Vampiric Strike. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a
magic-items
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 15 Wisdom saving throw or be
;s damage multiplier to five times the weapon’s damage dice. The weapon gains the Tar Strike property.
Tar Strike. As an action, you can mentally command this weapon to ooze tar, expending 1
magic-items
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 16 Wisdom saving throw or be
so again for 1 hour.
Tar Strike. As an action, you can mentally command this weapon to ooze tar, expending 1 charge as you make one attack against a creature with it. On a hit, the target suffers the
magic-items
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 16 Wisdom saving throw or be
so again for 1 hour.
Tar Strike. As an action, you can mentally command this weapon to ooze tar, expending 1 charge as you make one attack against a creature with it. On a hit, the target suffers the
Backgrounds
Sword Coast Adventurer's Guide
You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across
background below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of a Waterdhavian family.
Like other nobles, you were born
magic-items
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 16 Wisdom saving throw or be
so again for 1 hour.
Tar Strike. As an action, you can mentally command this weapon to ooze tar, expending 1 charge as you make one attack against a creature with it. On a hit, the target suffers the
magic-items
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 16 Wisdom saving throw or be
so again for 1 hour.
Tar Strike. As an action, you can mentally command this weapon to ooze tar, expending 1 charge as you make one attack against a creature with it. On a hit, the target suffers the
magic-items
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 16 Wisdom saving throw or be
so again for 1 hour.
Tar Strike. As an action, you can mentally command this weapon to ooze tar, expending 1 charge as you make one attack against a creature with it. On a hit, the target suffers the
magic-items
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 16 Wisdom saving throw or be
so again for 1 hour.
Tar Strike. As an action, you can mentally command this weapon to ooze tar, expending 1 charge as you make one attack against a creature with it. On a hit, the target suffers the
magic-items
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 16 Wisdom saving throw or be
so again for 1 hour.
Tar Strike. As an action, you can mentally command this weapon to ooze tar, expending 1 charge as you make one attack against a creature with it. On a hit, the target suffers the
magic-items
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 16 Wisdom saving throw or be
so again for 1 hour.
Tar Strike. As an action, you can mentally command this weapon to ooze tar, expending 1 charge as you make one attack against a creature with it. On a hit, the target suffers the
magic-items
brandish the terrorasque, amplifying your yell with that of a tar-rasque’s. Each hostile creature within 60 feet of you that can hear you must succeed on a DC 16 Wisdom saving throw or be
so again for 1 hour.
Tar Strike. As an action, you can mentally command this weapon to ooze tar, expending 1 charge as you make one attack against a creature with it. On a hit, the target suffers the
Monsters
Mordenkainen's Fiendish Folio Volume 1
shouts bloodcurdling threats at the creatures that serve it. Each medium or smaller ally of the giant within 120 feet of it that can see or hear it can use its reaction to make a melee attack.The place of
such organizations think of themselves as exiled nobles, and often take on such fanciful titles as Duke of Robbery, Baron of Bandits, or Lord of Larceny.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Bite", "rollDamageType":"psychic"} psychic damage if the target is frightened.
Baleful Baying. The yeth hound bays magically. Every enemy within 300 feet of the hound that can hear it must
weapons can strike true.
Yeth hounds can’t stand sunlight. A pack hunts at night and seeks to return to its dark den before dawn. If a yeth hound is exposed to natural sunlight, it fades away
Androsphinx
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
, zone of truth
3rd level (3 slots): dispel magic, tongues
4th level (3 slots): banishment, freedom of movement
5th level (2 slots): flame strike, greater restoration
6th level (1 slot): heroes
long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.
First Roar. Each creature
Kenku
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
sound they hear, from a halfling’s voice to the noise of rocks clattering down a hillside. However, kenku cannot create new sounds and can communicate only by using sounds they have heard
degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear.
Kenku Adventurers
Kenku
Backgrounds
Baldur’s Gate: Descent into Avernus
work, do what needs to be done, and get paid. Anyone who pursues crime for thrill-seeking, to strike back at unjust authorities, or anything else are amateurs, and they’re liable to get you
, government institution, or — certainly — the Guild. This operative will hear you out and, at their discretion, take your information or request up their chain of command. These meetings almost
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
local nobles, the city council of Sturben reinstituted a severe court system from Borca’s past, where anyone can bring and argue cases before five masked judges. The judges who hear cases at the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Idol Island Idol Island rises from the marshes a few yards from Leilon. It contains the remains of crumbled statues of forgotten human nobles. The settlers claim to hear whispered voices on the
island at night, inviting them to view their destinies. If they characters walk by the island at night, they hear these whispers as well. A character who spends the night on the island has vague, prophetic
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Idol Island Idol Island rises from the marshes a few yards from Leilon. It contains the remains of crumbled statues of forgotten human nobles. The settlers claim to hear whispered voices on the
island at night, inviting them to view their destinies. If they characters walk by the island at night, they hear these whispers as well. A character who spends the night on the island taking a long rest
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Idol Island Rising from the marsh mere yards from Leilon, Idol Island contains the remains of crumbled statues of forgotten human nobles. The settlers claim to hear voices whispering from the island
at night, inviting them to view their destinies. If the characters walk by the island at night, they hear these whispers as well. A character who spends the night on the island taking a long rest has
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
focus on intellectual pursuits. These nobles turned to philosophy and prayer, offering gifts of magic and animal sacrifices to their serpent gods, paying homage to the perfection of the ophidian form. The
remained ensconced in their hidden strongholds, biding their time until they were ready to strike again. Today, with their numbers greatly depleted and their enemies much stronger than in ages past, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Noble Prodigy Noble prodigies trace their lineage to a legendary hero, a demigod, a dragon, or some other ancestor that grants them magical prowess. Among some nobles, the source of a prodigy's magic
Languages Common plus two other languages
CR 10 (XP 5,900; PB +4)
Actions
Multiattack. The noble makes three Beguiling Strike attacks.
Beguiling Strike. Melee or Ranged Attack Roll: +8, reach 5
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Metallic Dragons The good dragons of Faerûn hear the Draakhorn’s call and know what it portends. With the fate of the world hanging in the balance, the good dragons will take action to oppose the
return of Tiamat. However, it remains to be seen whether they do so in concert with the humanoid factions of the Sword Coast, or whether they strike on their own with no thought or concern for the fate
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Metallic Dragons The good dragons of Faerûn hear the Draakhorn’s call and know what it portends. With the fate of the world hanging in the balance, the good dragons will take action to oppose the
return of Tiamat. However, it remains to be seen whether they do so in concert with the humanoid factions of the Sword Coast, or whether they strike on their own with no thought or concern for the fate
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Metallic Dragons The good dragons of Faerûn hear the Draakhorn’s call and know what it portends. With the fate of the world hanging in the balance, the good dragons will take action to oppose the
return of Tiamat. However, it remains to be seen whether they do so in concert with the humanoid factions of the Sword Coast, or whether they strike on their own with no thought or concern for the fate
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the nobility. Amphailans are by their nature suspicious of and quiet around folk who openly display wealth or status, having learned early in their lives that nobles are folk who like to throw their
they distrust. For their part, the young nobles that litter the town seem to make mischief mainly because they can. The feuds and rivalries that would generate only carefully worded insults in the city
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Nobility While you might encounter dwarf diplomats from Gauntlgrym, satraps of Amn, duchesses of Tethyr, or thanes of the Northlanders in Waterdeep, the nobles you really need to know about are the
accomplishments and how they fit into the webs of wealth and patronage that govern nobles’ activities — so it is beyond the scope of a pamphlet this size to attempt to describe their particulars. I can
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton
of a dragon might lie down on a pile of treasure, while the skeleton of a horse crops grass it can’t eat. Left alone in a ballroom, the skeletons of nobles might continue an eternally unfinished dance