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Returning 35 results for 'mechanics spend with other advance from for land'.
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Plant Growth
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot
it moves.
You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius
Monsters
Mordenkainen Presents: Monsters of the Multiverse
cover most of their bodies. Because they carry their homes on their backs, tortles feel little need to stay put for long.
Most tortles like to see how other folk live. A tortle can spend decades away
from their native land without feeling homesick, often viewing their current companions as their family.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
long.
Most tortles like to see how other folk live. A tortle can spend decades away from their native land without feeling homesick, often viewing their current companions as their family.
Firbolg
Legacy
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Species
Volo's Guide to Monsters
; Gimble, Notes from a Treasure Hunter
Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate
heart of the world and monuments to the durability of life.
In their role as caretakers, firbolgs live off the land while striving to remain in balance with nature. Their methods reflect common
Book of Vile Darkness
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
powder if the book rests on it long enough.
A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify
the book’s contents, provided that those modifications advance evil and expand the lore already contained within.
Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature
Tortle
Legacy
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Species
The Tortle Package
discover new customs and new ways of doing things. The urge to procreate doesn’t kick in until the end of a tortle’s life, and a tortle can spend decades away from its native land without
test, and make new acquaintances.
Life of a Tortle
A tortle hatches from a thick-shelled egg and spends the first few weeks of its life crawling on all fours. Its parents, old and near death, spend
Equipment
to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice
roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair
Equipment
its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is
equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
Backgrounds
Baldur’s Gate: Descent into Avernus
the path to Baldur’s Gate fully understanding the complex social morass that awaits. You enter the city an outsider, and it’s likely that—no matter how long you spend in the city&mdash
features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Baldur’s
Magic Items
Keys from the Golden Vault
powder if the book rests on it long enough.
A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify
the book’s contents, provided that those modifications advance evil and expand the lore already contained within.
Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature
Equipment
its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is
equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
Equipment
its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is
equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
Equipment
its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is
equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
Tabaxi
Legacy
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Species
Volo's Guide to Monsters
lazy, but when Linene came around looking for a missing broach, she was out the door before I could blink an eye.
— Toblen Stonehill, innkeeper
Hailing from a strange and distant land
replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets.
A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it
Equipment
its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is
equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your
Equipment
to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice
roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair
Monsters
Fizban's Treasury of Dragons
that comes into my territory has forfeited its right to be upset by anything I do to it. (Evil)
5
Wonder. Though I don’t wish to spend time in it, my soul sings at the sight of the vast
the survivors (including the dragonborn ship captain) back to the city they came from.
Topaz Dragon Lairs
Topaz dragons are happiest by the sea. They spend most of their time basking in the
Backgrounds
Baldur’s Gate: Descent into Avernus
Proficiencies: One type of artisan’s tools, vehicles (land)
Equipment: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp
can spend 2d10 minutes to convince 1d6 commoners to perform a non-illegal act that inconveniences a member of the Watch or Flaming Fist, a patriar, or some other wealthy looking individual.
Monsters
Fizban's Treasury of Dragons
Territoriality. Any creature that comes into my territory has forfeited its right to be upset by anything I do to it. (Evil)
5
Wonder. Though I don’t wish to spend time in it, my soul sings at
threatens shipping and caravans around a major city.
Topaz Dragon Lairs
Topaz dragons are happiest by the sea. They spend most of their time basking in the sun and have no desire to get wet
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Leaving the Keep The player characters can leave the Keep on the Borderlands whenever they choose. As they accumulate treasure and advance in level, the party might return to spend their hard-earned wealth, rest, or follow up on previously undertaken quests.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Franchise Advancement As the characters attain 5th level, the franchise attains rank 2! You and the players should all spend some time in the “Franchise Advancement” and “Company Positions” sections
help the players get excited about designing and selecting their franchise upgrades. Some players might focus on mechanics, while others enjoy the creativity of dreaming up how a franchise headquarters
Backgrounds
Ghosts of Saltmarsh
creature of pure water, but your brief romance ended tragically.
Suggested Characteristics
Fishers succeed only if they spend time at their jobs. As such, most fishers have a strong
compensated.
3
I will fish the many famous waters of this land.
4
The gods saved me during a terrible storm, and I will honor their gift.
5
My destiny awaits me at the bottom of a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Lhazaar Characters As you develop a Lhazaar character or NPC, consider the following: Seafarers and Swashbucklers. Most Lhazaar spend more time at sea than they do on land. Sailor is an appropriate
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Dead in Thay Near the village of Daggerford on the Sword Coast, the Red Wizards of Thay plotted to extend the evil reach of their land and its master, the lich lord Szass Tam. At a site called
Doomvault. It is designed for 9th-level characters. By the end of the story, they are likely to advance to 11th level or perhaps higher… if they don’t end up dead in Thay.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
homes lay in the devastated land probably need little more motivation to face their oppressors. The first stage of the characters’ mission is an infiltration and assault of the Steading of the Hill
Giant Chief. From there, if they succeed, the adventurers can advance to test their mettle against the even more formidable giants of frost and fire, but that is of no concern right now—the steading awaits, and its perils are plentiful.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
bright clothes and laughing often. As much as they feel at home in Strahd’s dreary land, they know they can leave it whenever they please and aren’t damned to spend eternity there. Vistani are
silversmiths, coppersmiths, haberdashers, cooks, weavers, musicians, entertainers, storytellers, toolmakers, and horse traders. They also earn money by telling fortunes and selling information. They spend
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
to set the scene: In the town of Promise, the annual Awakening Festival is underway, and the streets are alive with vibrant music. As the history of the land is recounted through song, musicians play
during the Awakening Festival hears what the locals call the Awakening Song, a collection of songs recounting local histories. Characters who spend an hour exploring the festival learn much about the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s
area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0. If an effect moves your mount
must make the same saving throw. If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet of it.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the land from long before humanity’s arrival on the continent. The elves of Valenar devote themselves to the arts of war. Their cavalry has no equal in Khorvaire, and they combine a talent for magic
rest of Cyre. After the Mourning, no one wanted to challenge the Valenar’s claim to the land they had taken; in the interests of peace, the Treaty of Thronehold recognized the new elf kingdom of Valenar
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s
area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0. If an effect moves your mount
must make the same saving throw. If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
8. Office of the Torturer Characters approaching this area from the north can see activity through the open doorway to area 9, but can’t make out any details until they advance beyond the corridor
strongbox holds treasure collected from Andras’s recent victims—110 sp, 55 gp, 10 pp, five rubies (worth 100 gp each), and a vial of mummy rot antidote (see appendix C). Manipulating Time Having a mechanical guide spend 1 charge in this area causes Andras to return here from area 9 and prepare to rest.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to
within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. If the characters gain enough XP to advance a level, encourage your players to level up their characters before the next session. Ideally, the characters should fall within the desired level range
for each chapter of the adventure, as shown in the Suggested Character Levels table. Suggested Character Levels Chapter Suggested Level 1. Port Nyanzaru 1st and higher 2. Land of Chult 1st–6th 3






