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Returning 35 results for 'master set with only advances from for loner'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
deep scion’s duty to infiltrate the air-breathing world and report back to their master. When set to this task, a deep scion worms their way into the life of an unsuspecting enemy as a new friend
throw or be stunned until the end of the deep scion’s next turn.
In water, the psychic screech also telepathically transmits the deep scion’s memories of the last 24 hours to its master
Monsters
Spelljammer: Adventures in Space
within 5 feet of itself. The target gains a supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for more information on supernatural charms.
Natural Shelter. The chwinga
spelljamming ships or ride around on space guppy;space guppies. Using its Magical Gift ability, a chwinga astronaut can bestow one of the following charms in place of those described in the Dungeon Master
Magic Items
Vecna: Eve of Ruin
Dark Powers released Kas. From there, Kas set out to ruin his former master. Should Kas fail, the Dark Powers will reclaim him.
The crown is made of burnished and entwined metal rods. To attune to it
(see the Dungeon Master’s Guide for options):
1 minor beneficial property
1 major beneficial property
1 minor detrimental property
Perfect Disguise. While attuned to the crown, you can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of the following lair actions; it can’t take the same lair action two rounds in a row:
Green Slime. A green slime (see the Dungeon Master’s Guide) appears on a spot on the ceiling that
the first time on a turn or ends its turn there, that creature must make the same save.
The slime lasts for 1 hour or until it is burned away with fire. If the slime is set on fire, it burns away
Monsters
Curse of Strahd
domain, in hopes that they will find a way to destroy the vampire or set Strahd free.
For the Love of Strahd. The Dark Powers of Ravenloft would consider Madam Eva a worthy choice to replace Strahd as
the master of Ravenloft, but she has all the power she desires and doesn’t seek to supplant him. She would rather help Strahd find someone else to succeed him, although she has grave doubts about
Magic Items
Princes of the Apocalypse
Dungeon Master’s Guide.
Earth Orb. When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18). For the purpose of the spell’s
apply, as detailed in chapter 5 of the Dungeon Master’s Guide. At the end of each hour, there is a ten percent chance that the heat wave starts a wildfire in a random location within the area of
Monsters
Eberron: Rising from the Last War
throw, she can choose to succeed instead.
Magic Resistance. Sul Khatesh has advantage on saving throws against spells and other magical effects.
Master of Magic. Sul Khatesh has advantage on
elsewhere in the multiverse and becomes active again at a time set by the DM.
Sul Khatesh
Sul Khatesh is known as the Keeper of Secrets and the Queen of Shadows. She embodies the fears and superstitions
Monsters
Curse of Strahd
capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.No creature in Barovia is older than the master of the Abbey of Saint Markovia in Krezk. This
performance garnered the deva's sympathy, and the Abbot, playing into Strahd's hands, set for himself the goal of finding a cure for Strahd's “malady.” The Abbot is now convinced that the cure lies
Juiblex
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Monsters
Out of the Abyss
. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Burning Slime
creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.If the slime is set on fire, it burns away after 1 round. Any creature that starts its
Monsters
Tomb of Annihilation
following properties while attuned to the dagger, provided he has the weapon drawn:
Cause a blue gem set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an
extreme heat, it loses 5 (1d10);{"diceNotation":"1d10","rollType":"roll","rollAction":"extreme heat"} hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master’s
Magic Items
Waterdeep: Dragon Heist
The Blackstaff is a sentient, rune-carved staff set with thin silver veins. It is the symbol of office for the Blackstaff, the highest-ranking wizard in Waterdeep. As the rightful owner of the
of power (see the Dungeon Master’s Guide) in addition to the following properties.
Animate Walking Statues. You can expend 1 or more of the staff’s charges as an action to animate or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of evil. Having one horn is most common, but a particularly fierce ki-rin might have two horns or a set of antlers like those of a great stag.
In many lands, common folk view ki-rins as heralds of
working behind the scenes, or they might be champions of their master’s cause, out to defeat villainy wherever it is found.
When viewed from the outside, a ki-rin’s lair is indistinguishable
Monsters
Fizban's Treasury of Dragons
before swapping back.
5
A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon.
6
An amethyst
adult amethyst dragon;adult amethyst dragon's lair.
3
The Enlightened Dragon Master of an isolated monastery is, in fact, an adult amethyst dragon.
4
An adult amethyst dragon is at war
Monsters
Fizban's Treasury of Dragons
A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon.
6
An amethyst dragon wyrmling is actually
is set beneath a mountain ridge between two deep tarns, with streams flowing down toward the lowlands. The lair has the following features:
Entrances. Two cave entrances provide access to the lair
Magic Items
The Book of Many Things
draw the same card multiple times.
The DM can use the physical cards provided in The Deck of Many Things card set to build a combined Deck of Many Things and Deck of Many More Things, including
*
65
Warrior
66
Well
67–00
Roll again
*Found in the Deck of Many Things as depicted in the Dungeon Master’s Guide
Aberration. You gain telepathy within a range of 90
Prerequisite: You must have beaten a master at Master Tellu and Scale’s Sword School
Having trained with the masters of the valley sword school, you have learned the usefulness of quickly
allow you to regain ground even when your enemy advances. Once before the start of your next turn when you’re missed by a melee attack from a creature within your reach, the attacker takes
Monsters
Mordenkainen's Fiendish Folio Volume 1
realities. Such is the realm that spawned the xill, horrific, insectoid creatures created long ago to serve an ancient, evil master.
Gruesome Collectors. Xills are horrid, four-armed creatures that seem to
Kerpatis's followers. Brainwashed by his magic and set to guard his many dungeons, these fanatics are among his most dangerous followers. It is telling that the xills rarely kidnap commoners. Instead, they
Kenku
Legacy
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Species
Volo's Guide to Monsters
master took away their voices. Once the entity was satisfied that they had been sufficiently punished, the kenku were set loose on the Material Plane.
Since then, the kenku have wandered the world
were minions of Grazz’t, while others say that they were scouts and explorers for the Wind Dukes of Aaqa. Whatever the truth, according to legend, the kenku betrayed their master. Unable to
Sailor
Legacy
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Backgrounds
Player’s Handbook (2014)
distant line of the horizon, but the time has come to try your hand at something new.
Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval
with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5 of the Player’s Handbook), a set of common clothes, and a pouch containing 10 gp
Feature: Ship
Guild Artisan / Guild Merchant
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Backgrounds
Player’s Handbook (2014)
wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right
.
Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: One type of artisan’s tools
Languages: One of your choice
Equipment: A set of artisan’s tools (one of your choice), a letter
Backgrounds
Bigby Presents: Glory of the Giants
You’ve dedicated your life to studying runecraft. Whether you were taught by a master rune carver or learned by poring over ancient engravings, you can tap into the supernatural power held
incorporate symbols from their native languages into the craft.
Skill Proficiencies: History, Perception
Tool Proficiencies: One set of artisan’s tools
Languages: Giant
Equipment: A set
Pirate
Legacy
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Backgrounds
Player’s Handbook (2014)
distant line of the horizon, but the time has come to try your hand at something new.
Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval
you may roll for a random trinket on the Trinkets table in chapter 5 of the Player’s Handbook), a set of common clothes, and a pouch containing 10 gp
Feature: Bad Reputation
No matter where
magic-items
The Crown of Horns contains the essence and intelligence of Myrkul, one of the Dead Three. This ghastly crown is a pale silver circlet with four curved bones set around its rim. On the crown's brow
is set a black diamond whose depths swirl with weird, malignant energy.
Myrkul created the Crown of Horns at the height of his power. When Myrkul was slain by Mystra, he imbued the crown with his
Backgrounds
Baldur’s Gate: Descent into Avernus
Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost
charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5 of the Player’s Handbook), a set of common clothes
Backgrounds
Sword Coast Adventurer's Guide
, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you — by force, if need be.
Skill
Proficiencies: Survival, plus one from among Arcana, History, and ReligionTool Proficiencies: Your choice of a gaming set or a musical instrumentLanguages: Any one of your choiceEquipment: Your
Sage
Legacy
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Backgrounds
Basic Rules (2014)
master in your fields of study.
Skill Proficiencies: Arcana, History
Languages: Two of your choice
Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead
colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10 gp
Specialty
To determine the nature of your scholarly training, roll a d8 or
Backgrounds
Sword Coast Adventurer's Guide
The Stout Folk are well known for their artisanship and the worth of their handiworks, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft
, however, finding a dwarf master who was willing to receive potential apprentices who came with your recommendation.
Skill Proficiencies: History, InsightTool Proficiencies: One type of
Acolyte
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Backgrounds
Basic Rules (2014)
to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny
incense, vestments, a set of common clothes, and a pouch containing 15 gp
FEATURE: SHELTER OF THE FAITHFUL
As an acolyte, you command the respect of those who share your faith, and you can perform
Equipment
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal
Backgrounds
Baldur’s Gate: Descent into Avernus
social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.
Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: One type of artisan’s tools
Languages: One of your choice
Equipment: A set of artisan’s tools (one of your choice), a letter of introduction from your guild, a set of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Way of the Drunken Master The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to
present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Machine. Removing this component deactivates the controls and shuts down all the experiments underway here. Treasure Any search of this area recovers a set of alchemist’s supplies, a set of glassblower’s
tools, and a set of tinker’s tools. In addition, a successful DC 14 Intelligence (Arcana) check identifies two vials of thessaltoxin poison, one vial of blood of the lycanthrope antidote, one vial of
Equipment
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to
Equipment
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to
Equipment
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that
property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal






