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Returning 35 results for 'merchant score with only all from for land'.
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merchants score with only all from for land
Magic Items
Dungeon Master’s Guide
one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
a minimum score of 1). You can draw one additional card beyond your declared draws.
Rogue. An NPC of the DM’s choice becomes Hostile toward you. You don’t know the identity of this NPC
Monsters
Fizban's Treasury of Dragons
disguised as a human merchant prince.
5
An adult emerald dragon shows an emerald dragon wyrmling how to safely observe Humanoids without being detected.
6
An adult emerald dragon keeps a
, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their awareness and subconsciously luring their favorite food—giant
feats
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 30.
Flying. You have a Flying;Fly
Speed of 40 feet and can hover.
Graceful Fall. If you Falling;fall more than 5 feet, your rate of descent slows to 60 feet per round until you land.
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
Key. A
property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears
Noble
Legacy
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Backgrounds
Basic Rules (2014)
You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat
unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working
Folk Hero
Legacy
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Backgrounds
Basic Rules (2014)
tyrants and monsters that threaten the common folk everywhere.
Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: One type of artisan’s tools, vehicles (land
disaster.
3
I stood alone against a terrible monster.
4
I stole from a corrupt merchant to help the poor.
5
I led a militia to fight off an invading army.
6
I broke into a tyrant
Knight
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat
unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working
Soldier
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company.
Skill Proficiencies: Athletics
, Intimidation
Tool Proficiencies: One type of gaming set, vehicles (land)
Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice
Speed
Legacy
This doesn't reflect the latest rules and lore.
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Rules
.
Your Strength determines how far you can jump.
Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately
distance), such as a hedge or low wall. Otherwise, you hit it.
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land
Backgrounds
Sword Coast Adventurer's Guide
you might or might not choose to share.
Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that some things its people take for
society.
Halruaa. Located on the southern edges of the Shining South, and hemmed in by mountains all around, the magocracy of Halruaa is a bizarre land to most in Faerûn who know about it. Many folk
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
make an innocent merchant attack the local lordling. Kala Mabarin Kala Mabarin (neutral evil, human druid) is a skilled herbalist and datura, a protector of the spirits of the land. After years in the
herbalist who works the stall coughing as he attacks a man on the ground. Characters who have a passive Wisdom (Perception) score of 14 or higher also notice a dissipating pink cloud around the figures
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Merchants’ Ward The western half of the city is called the Merchants’ Ward because it’s the site of the Grand Souk and because many of the merchant princes’ villas are there. In general, this is the
upper-class section of the city. The majority of the city’s merchants and traders actually live and work in the Market Ward. 4. Goldenthrone This palace serves as the meeting place for the merchant
Backgrounds
Baldur’s Gate: Descent into Avernus
You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat
unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the twelve signs. The Ability Score column suggests individuals born under a specific sign are believed to have characteristics related to this attribute. People born under the Balance, for example
, might be referred to as shrewd or cunning, a sign of their high Intelligence score. Common Zodiac Associations Sign Nickname Prominence Birthstone Creature Color Ability Score
Skull The
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the Dyn Singh Merchant Collective. These families worked for generations to grow their businesses’ reputations and the quality of their wares. The collective sets laws for trade throughout the land
Life in Siabsungkoh The following truths are known to those who live in Siabsungkoh or travel through these lands. Dyn Singh Merchant Collective The finest merchant families in Siabsungkoh make up
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
rare treasure, local delicacy, or expert artisan available only at the night market. Alternatively, they want to sell a possession to or obtain an appraisal from a merchant with an unusual specialty
. Market Regular. A character grew up in the land surrounding the night market, and visiting the market is an important part of their life. Coming to the market and showing it to their friends is an
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Adhameru Mountains worships a spirit naga and seeks to poison the riverine Joltara. 2 A Sagorpuri merchant has imprisoned a marid within a shankha and intends to use its powers to help create a new city
of thriving agricultural land will decay unless the magic that spawned the forest is identified and destroyed.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, Slayer of Fiends, Merchant Most Excellent, Purveyor of Death!
—Seamusxanthuszenus, smoke mephit with a typically inflated impression of itself
Smoke Mephit Small Elemental, Neutral Evil
AC 12 Initiative +2 (12)
HP 13 (3d6 + 3)
Speed 30 ft., Fly 30 ft.
Ability Score Mod Save
Str 6 −2 −2
Dex 14 +2 +2
Con 12 +1 +1
Ability Score Mod Save
Int
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
look ungainly, but each can carry tons of trade goods. The characters land at the easternmost inlet if they arrive at Gracklstugh by way of the Darklake, near the Ghohlbrorn’s Lair inn. If they instead
arrived through a gate and successfully bribed Gorglak, they might come here looking for his contact, Werz Saltbaron. Assassins Interrupted The characters spot a male duergar merchant at the end of a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
island that rises from the middle of the Chionthar River. Buildings and merchant stalls line the sides of both bridges, making it impossible to see the river from the narrow, congested roadway that cuts
) score to determine whether a theft made against that character is successful. If the character’s score is 11 or higher, the theft is detected and thwarted. Otherwise, the thief makes off with one
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Gossip
Hermit
Hooligan
Hunter
Innkeeper
Laborer
Lamplighter
Mason
Merchant
Miner
Mud lark
Patient
Pilgrim
Resurrectionist
Rioter
Scribe
Servant
Shepherd
Student
Tailor
Tanner
Town crier
Weaver
Youngster
Commoner Medium or Small Humanoid, Neutral
AC 10 Initiative +0 (10)
HP 4 (1d8)
Speed 30 ft.
Ability Score Mod Save
Str 10 +0 +0
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
decided to join it. Anthropologist Appendix A A wizard-merchant named Syndra Silvane is wasting away, and she has hired you to join an expedition to Chult to find a cure. Syndra believes that your
expertise will prove invaluable, and you’ve wanted to study the cultures there. Archaeologist Appendix A You have learned that a wizard-merchant is planning an important expedition to Chult—a place full of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Variant Human: Mark of Passage If your human character has the Mark of Passage, the following traits replace the human’s Ability Score Increase trait in the Player’s Handbook. Ability Score Increase
. Your Dexterity score increases by 2, and one other ability score of your choice increases by 1. Courier’s Speed. Your base walking speed increases to 35 feet. Intuitive Motion. When you make a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Mark of Passage Traits If your human character has the Mark of Passage, the following traits replace the human’s Ability Score Increase trait in the Player’s Handbook. Ability Score Increase. Your
Dexterity score increases by 2, and one other ability score of your choice increases by 1. Courier’s Speed. Your base walking speed increases to 35 feet. Intuitive Motion. When you make a Dexterity
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
peasants looking to reclaim their land or avenge dead loved ones; or a lone merchant or minstrel in a horse-drawn wagon who is relocating to a safer settlement
Sea: Either a friendly vessel carrying 6d6
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
established House Phiarlan in Khorvaire. These elves are the finest entertainers in the land, giving them access to all manner of places and secrets. But the elves do more than entertain. There has always been
an elite force of spies and assassins within the house. Common folk know nothing of this. Only special clients — powerful nobles, merchant lords, and the like — have access to these shadow-marked
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Trade Goods Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate
trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
grown into influential merchant princes, enticing folk from up and down the Sword Coast with their wares. Port Nyanzaru is a bastion of civilization and commerce in a terrifying land. The amount of
business that unfolds here and the cash that moves through its counting houses would make any merchant of Baldur’s Gate or Waterdeep jealous. It’s also a colorful, musical, aroma-filled, vibrant city in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Activity While Traveling The activities available to a ship’s crew and passengers are a bit different from the options available to a group traveling by land. Refer to “Activity While Traveling” in
crew’s time to grant extended breaks, provide instruction, and generally improve the quality of life on the ship. Once every 24 hours, if the crew’s quality score is 3 or lower, the first mate can
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
unload some of the treasures they might be carrying. Nonmagical weapons, armor, and shields can be purchased in the Blade Bazaar. Merchant Madness Characters who look around the bazaar notice a number of
odd things: A duergar merchant can’t stop insulting customers when they are trying to sell something, but becomes a picture of politeness when they want to buy. A number of duergar merchants give
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common? What led you to take up the
. First, put your highest ability score in Strength, followed by Constitution. Second, choose the outlander background. Level
Proficiency
Bonus
Features
Rages
Rage
Damage
1st
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
absentminded bard whose plays and poetry are known throughout the land. A character who agrees to training as a reward must spend downtime with the trainer (see chapter 6 for more information on downtime
an epic boon. These two options can be awarded to a character more than once.
Ability Score Improvement. The character can increase one ability score by 2 or increase two ability scores by 1 each
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Aarakocra Skirmisher Aarakocra skirmishers are adept at fighting aerial foes amid the clouds. They often attack land-bound threats with diving strikes from above. Aarakocra Skirmisher Medium
Elemental, Neutral
AC 12 Initiative +2 (12)
HP 11 (2d8 + 2)
Speed 20 ft., Fly 50 ft.
Ability Score Mod Save
Str 10 +0 +0
Dex 14 +2 +2
Con 12 +1 +1
Ability Score
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Kuo-Toa Marauder Fishlike Fanatic of the Deep Kuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land
ft.
Ability Score Mod Save
Str 14 +2 +2
Dex 10 +0 +0
Con 12 +1 +1
Ability Score Mod Save
Int 10 +0 +0
Wis 11 +0 +0
Cha 10 +0 +0
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
off Nandar Keep from the village. A creature with a Strength score of 15 or higher can leap across the broken section of the bridge if it moves at least 10 feet before the jump. The jump is made more
difficult by the fact that the bridge is sloped: A creature jumping from the lower part of the bridge to the higher part must succeed on a DC 10 Strength (Athletics) check to land on its feet. On a






