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Returning 35 results for 'mechanics some with only arrayed flint for long'.
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mechanus some with only arrayed find for long
Classes
Sword Coast Adventurer's Guide
Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of
Classes
Sword Coast Adventurer's Guide
Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of
Species
One Grung Above
THIS IS NONCORE D&D MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing.
Grungs are aggressive froglike
lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self and can be restored to normalcy only by magic.
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
friend. In spite of the added discomfort, the dwarf’s long, pointed, often-broken nose and gray-streaked though still-fiery red beard came as a welcome sight to Drizzt. “Knew I’d find
common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
2. Cave Floor H’slaat, a troglodyte champion of Laogzed (see appendix C), and twenty-two troglodytes are arrayed in a rough battle line along the south bank of a freshwater stream that nearly bisects
on foot but is difficult terrain. The troglodytes are so distracted that it’s possible to sneak through this area undetected as long as the adventurers stay close to the cavern walls. Each character
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
spider the size of a tarantula 16–18 A 5-foot-long strand of silk rope 19–21 A flawed carnelian gemstone worth 10 gp 22–24 A rusted iron bar that can be used as a club 25–27 A flint shard that can be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24. Privy and Bath Vanity. Against the north wall stands a vanity with a built-in mirror, on which are arrayed vials of perfume, combs, brushes, and powder puffs.
Potty. On the west wall sits a
scented pages chronicling the love affairs of a long-dead noblewoman. The third book, which is missing its cover, contains Elvish translations of common Orc phrases and idioms. The last book is bound
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Way of the Long Death Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and
required) to have 1 hit point instead. Touch of the Long Death Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Secondhand Trinkets A lean dog with long, pointed ears sits in the middle of a giant rug, surrounded by trinkets. The dog looks up to you and smiles, his tongue lolling out of his mouth. “Secondhand
bargains,” he barks. “Best deals around!”
Secondhand items and other useless trinkets lie neatly arrayed across a giant rug. They belong to Clawson Blink, a blink dog that gained the ability to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
winds north a long way before rising gradually. After two hundred feet or so, it ends at a wooden door that forms a sloping roof. A small wooden coffer sits on the floor by the door, and beside the
torches were extinguished by being thrust into the sand. They are hard to light but readily burn if lit with an existing fire. The coffer contains flint and steel, as well as six dry torches.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
otherwise nondescript warehouse.
If the characters slide open the doors, read: The interior of the warehouse is an open space roughly twenty feet wide and thirty feet long. Parked in the middle of
the contraption to move backward at its walking speed. Moving the same lever to the down position stops its backward movement. Ignus Flint. An inventor named Ignus Flint (lawful neutral, deep gnome
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
patrolling the laboratory section (areas 1 to 23). On a 3–4, it patrols the temple section (areas 24 to 39). There are no fixed mechanics for encounters with the thessalhydra, but feel free to have
. Accustomed to inspiring fear, and having grown somewhat lazy in its guardian role, it is usually content to let foes flee from it rather than pursuing. Each time the characters finish a long rest in
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Furniture, whether by its arrangement or removal, can suggest a specific location. Props can even represent game mechanics, such as tracking hit points with crimson flat glass marbles in clear goblets
-game items are kept away from the play space. Perhaps phones and tablets are permitted as long as they are silenced and used away from the table. Additionally, not everyone is comfortable being
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of incense in each brazier fill the room with a pungent but pleasant aroma.
The rakshasa is bound to these boudoirs and can’t travel beyond area 39, even through the use of spells, as long as the
telling the heroes where they can find Arcturia’s spellbook (area 40b) and phylactery (area 40c), as well as the command word to reveal the bookshelves in area 40b. It also gives them a flat, 6-inch-long
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
flesh out your encounter in these ways, go right ahead and finish your creation. Otherwise, take a look at the following sections for some basic advice on adding flavor elements to the simple mechanics
ground can go a long way toward spicing up an encounter. Consider setting your encounter in an area that would provide challenges even if a fight were not taking place there. What potential perils or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
adventurers’ arrival, add that individual to the forces arrayed here (one bandit captain, six bandits, and two doppelgangers). Once alerted, these forces gather in area 6a and wait for the
Waterdavian nobles clad in decorative plate armor.
Bones and Broken Staff. Lying at the base of the central statue are the bones of a long-dead hobgoblin and a white wooden staff broken in half.
Carved
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
-foot-wide, 30-foot line of lightning (but can’t do this again until she finishes a short or long rest); each creature in the line must make a DC 11 Dexterity saving throw, taking 2d6 lightning damage
Nim’s attic or watch the area as it’s being cleaned out can find a 1-foot-long copper contraption with an umbrella-like metallic protrusion at one end. A detect magic spell reveals an aura of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
this day. The shop is decorated with hundreds of teacups arrayed on shelves; many cups bear the names of famous past patrons, adventurers, nobles, and royals. The owner, a talkative, neutral human noble
pressed, though, he shares the following information: He has seen a spirit that resembles a long-dead but regular customer who was famous in her time: Magistrate Dae Won-Ha. He has infrequently glimpsed
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
serve as lord of a layer hold the title of Duke or Duchess (rank 12). Atop the hierarchy at rank 13 stand the Lords of the Nine, arrayed from topmost layer to bottommost, with Asmodeus holding sway over
death can immediately step into the vacant role, as long as the devil is aware of the rules of succession and positions itself as next in line. Devils look at mortals as sheep, just as demons do
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
’ securing the allegiance of Red Wizards, giants, or even devils in the fight against the Cult of the Dragon — as long as such allies are conveniently arrayed in front of his elves in battle. Follow-Up
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
? Does replacing the feature affect how long the party can continue adventuring in a day? Does the feature consume resources provided elsewhere in the class? Does the feature work all the time, or is it
regained after a short rest, a long rest, or some other length of time? Armed with answers to these questions, you can start designing new features that replace the ones you are removing. It’s fine if
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
’ securing the allegiance of Red Wizards, giants, or even devils in the fight against the Cult of the Dragon—as long as such allies are conveniently arrayed in front of his elves in battle. Follow-Up: Metallic
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
“ssussun,” a drow word meaning “light.” When the characters first gaze upon the ledge, read the following boxed text to the players. An elf with long red hair and a backpack sits on a ledge
and spell components, Sladis carries a blood-caked flint knife that he uses to cut up his victims, as well as a Heward’s handy haversack stuffed full of severed limbs and eviscerated organs — the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long
higher prices. Magnifying Glass. This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
representative from another city, and a spell scroll of raise dead. Evermoor Way The Evermoor Way has long been a vital trade route, connecting the settlements of the Dessarin Valley with those of the Silver
this long stretch into a proper road have long been thwarted by disagreements between the leaders of Yartar and Everlund, and Everlund’s exit from the Lords’ Alliance has dashed all hope. Evermoors The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
wine cellar a long time ago, though one full bottle remains, having rolled under a rack after it was jostled loose. Someone who examines the floor around the racks and succeeds on a DC 12
locker at its foot.
A long wooden trestle table ringed by rickety stools dominates the center of the room. Metal cutlery, cups, and dirty plates sit atop the table.
A cookstove is installed near the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, but most of her inventory consists of flint daggers, yklwas with wooden shafts and obsidian tips (see “Buying a Special Item”), and shields made of wooden frames with layers of reptile hide stretched
arcane spellcaster among the merchant princes. He’s a long-time friend of Syndra Silvane, and he’s something of a dandy who’s easily seduced by smart women — or perhaps that’s only a carefully
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Pools and to the Blood Pools. 62. Ooze Temple This chamber has stone benches, columns, and a raised altar, all suggesting it might have once been a temple or forum. Skeletons are arrayed across the
the fountain bowl to the vats. The eastern wall of the chamber is partly covered by a long black curtain.
Creatures. Two deathlock wights (see appendix B) and four skeletons move among the vats
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature
. Magnifying Glass. This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and then escaping.
Tree Ghost. In the depths of the High Forest stands the Grandfather Tree, the ancestral mound of the Tree Ghost tribe. The Tree Ghosts split off from the Blue Bears long ago and
; instead, each tribe has a central ancestral mound, regarded as a holy site. Gyrt told me that the holy site of the Elk tribe is at a place called Flint Rock, somewhere in the Evermoors. She, understandably
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the obsidian insignia scarabs of House Freth can ignore. The back wall is lined with boxes arrayed on shelves. Inside these boxes are thirty shortswords, thirty hand crossbows, and several hundred
fortress to fill the tub. 19i. Drivvin’s Study Cape. A long black cape with silver, web-like embroidery and a silver spider clasp hangs from a peg by the door.
Furnishings. An ornate zurkhwood
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
the following phrases in that language: “Nakari will be pleased.” “Too much clay! The wings will break!” “The tail is too long.” The cave inhabitants stop talking if the characters have a light
middle of this cave, which has exits to the northwest, south, and east. The statue, about five feet tall and eight feet long, bears a passing resemblance to a dragon.
The seven Winged Kobolds want to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, with the following changes: Lord Drylund is unarmored (AC 11) and speaks Common, Dwarvish, and Elvish. He wields a rapier with a bejeweled octopus-shaped hilt (worth 2,500 gp). As long as Lord Drylund
gold-plated wooden sculpture of a goose that rests on a table in the aft end. Glasses of fine wine, free for the taking, are arrayed around it. An unflattering portrait of a fat, foppish, grinning man
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(5 CP) A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to vault, giving
Spyglass are magnified to twice their size. String (1 SP) String is 10 feet long. You can tie a knot in it as a Utilize action. Tent (2 GP) A Tent sleeps up to two Small or Medium creatures. Tinderbox (5 SP
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first. Pole (5 CP) A Pole is 10 feet long. You can use it to touch something up to 10
feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to vault, giving yourself Advantage on the check. Pot, Iron (2 GP) An Iron Pot holds up to






