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Returning 35 results for 'merchants some with only arrows from for light'.
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merchant some with only across from for light
Spells
Player’s Handbook
When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the
Magic Items
Dungeon Master’s Guide
arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
This weapon has the following additional properties.
Arrow of Restraint. Whenever you use this weapon to make a
you.
Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall
Magic Items
The Book of Many Things
pole
6 ♠️
Burlap sack
7 ♠️
Two sets of Clothes, Fine;fine clothes
8 ♠️
Shovel
9 ♠️
Light hammer
10 ♠️
Ten arrows
The face of
Monsters
Mordenkainen's Fiendish Folio Volume 1
Radiant Eyes. While its eyes are open, a blindheim projects bright light in a 60-foot cone and dim light for an additional 60 feet. It sets the orientation of this cone at the end of each of its
turns. All creatures that can see the blindheim have disadvantage on attack rolls while in the area of bright light and within 15 feet of the blindheim. Creatures with the Sunlight Sensitivity trait that
Monsters
Infernal Machine Rebuild
":"Spellcasting"} to hit with spell attacks). He has the following artificer spells prepared:
Cantrips (at will): dancing lights, light, message, shocking grasp
1st level (4 slots): comprehend languages
, cure wounds, grease, identify
2nd level (3 slots): detect thoughts, invisibility, heat metal
3rd level (3 slots): dispel magic, flame arrows, hypnotic pattern
4th level (3 slots): fabricate, stone
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional
the target to an unoccupied space you can see within 10 feet of you. Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
light or rely on darkvision to see. Area descriptions assume the characters have a light source or other means of seeing in the dark. Underground Rivers. The rivers that span the lesser caverns have
strong currents. A creature that enters a river for the first time on a turn or starts its turn there must succeed on a DC 15 Strength saving throw or be swept 15 feet in the direction indicated by the arrows on the map. Mike Schley Map 6.2: Lesser Caverns View Player Version
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional
the target to an unoccupied space you can see within 10 feet of you. Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Werebat Caves These natural caves have uneven floors and 30-foot-high ceilings. Enough light enters to dimly illuminate each cave. In total, nine goblin werebats lurk here. If combat breaks out
holds three scimitars, three shortbows, and three leather quivers each containing 20 arrows. 12b. Werebats in Goblin Form Three goblin werebats (see appendix A) in humanoid form crouch in the middle
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
doors in area 4. Broken arrows, bloodstains, and a dead cultist are strewn across the floor of the chamber. A DC 12 Intelligence (Investigation) check reveals that the arrows were shot from the north
doorway leading into area 13. The arrows are carved of stone and their heads are in the shape of fangs, set with the symbol of a cobra with a crown above it. A DC 18 Intelligence (Religion) check
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
equipment granted by your background: (a) chain mail or (b) leather armor, longbow, and 20 arrows (a) a martial weapon and a shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneer’s pack or (b) an explorer’s pack
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against
Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Martial weapons that have the Finesse or Light property Tool Proficiencies Thieves’ Tools Armor Training Light armor Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow
, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP; or (B) 100 GP Rogues rely on cunning, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
of the Cult of the Dragon plus 2d4 more. Not all travelers are merchants. A wagon might carry a family relocating to the north or a diplomat on a mission to Waterdeep. People and wagons join the
caravan along the way, and others leave according to the dictates of business and fortune. Some travelers ride horses, some walk beside the wagons, and some pay the merchants to ride aboard their wagons
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
everything necessary to concoct vibrant dyes in a rainbow of colors. Merchants import light, plain fabrics, which are dyed in vibrant colors and patterns at the dye works before being sold locally or exported
Market Ward The Market Ward is where most of Port Nyanzaru’s regular shops are located and where most of its tradesfolk, merchants, and other middle-class residents live and work. 18. Red Bazaar No
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
line Heironeous, god of chivalry and valor LG War Lightning bolt Hextor, god of war and discord LE War Six arrows facing downward in a fan Kord, god of athletics and sport CG Tempest, War Four spears
Olidammara, god of revelry CN Trickery Laughing mask Pelor, god of the sun and healing NG Life, Light Sun Pholtus, god of light and law LG Light Silver sun or full moon partially eclipsed by a smaller
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Lecture Hall This sloped lecture hall has a 15-foot-high ceiling and the following features: Light. Stone sconces protruding from the walls have continual flame spells cast on them.
Benches
chalk arrows point from the red slaad to the other two. Next to each slaad are words written in Abyssal. Any character who reads Abyssal can translate the words: “Parent” is written next to the red slaad
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
)
Warding wind (evocation)
3rd Level
Catnap (enchantment)
Enemies abound (enchantment)
Erupting earth (transmutation)
Flame arrows (transmutation)
Life transference (necromancy)
Melf’s
(transmutation)
Wall of light (evocation)
6th Level
Create homunculus (transmutation)
Investiture of flame (transmutation)
Investiture of ice (transmutation)
Investiture of stone (transmutation
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
strides through dreams Druid Circle of the Shepherd 2nd Summons nature spirits to bolster friends and harry foes Fighter Arcane Archer 3rd Imbues arrows with spectacular magical effects Fighter Cavalier
and searing bolts of light Paladin Oath of Conquest 3rd Strikes terror in enemies and crushes the forces of chaos Paladin Oath of Redemption 3rd Offers redemption to the worthy and destruction to those
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
their gods, questing against the terrifying powers that threaten the land. Wizards plunder the ruins of the fallen Netherese empire, delving into secrets too dark for the light of day. Bards sing of
kings, queens, tyrants, and heroes who died long ago. On the roads and rivers of the Realms travel minstrels and peddlers, merchants and guards, soldiers and sailors. Steel-hearted adventurers from
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
frequented by merchants, mercenaries, and other foreigners who can offer information about traveling elsewhere in the Underdark — or perhaps even to the surface world. GRACKLSTUGH: GENERAL FEATURES
like the teeth of some great maw.
Light. Gracklstugh’s glowing forges and smithies operate continuously. Most of the city is dimly lit by a hellish red glow, with patches of darkness here and there
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
shadow, so too does the spirit have a light. That light is called the sun soul. Brothers and sisters of the Order of the Sun Soul train to tap into the “spiritual light within” and manifest it as
supernatural feats of prowess and endurance. Members of this order follow the Way of the Sun Soul, which is described in the “Monastic Traditions” section below. To get in touch with their internal light
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
mask. The rider barely manages to stay in the saddle, his body bristling with cruel black arrows.
Blind with panic, the horse plows on, threatening to trample travelers in its path. Before it can
, read the following text: The sound of racing hooves rises like rolling thunder from the direction the fallen rider emerged. Two more riders round the bend, both wearing dark tunics. The fading light
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Sanctum Showdown If the characters show no sign of joining Ruxithid, or if any of them threaten violence, Ruxithid becomes hostile. Read or paraphrase the following: Green light pulses from
Ruxithid’s chest and races to the massive dwarven statue. Like a parasite, the light burrows into the statue’s shattered face, seeping through its cracks. The statue lurches forward, still smiling, while
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wanted fall from my grasp forever.
It was a thousand feet through the mists. No trace of her was ever found. Not even I know her final fate. Arrows from the castle guards pierced me to my soul, but I
the sun is against me. It is the sun and its light I fear the most, but little else can harm me now. Even a stake through my heart does not kill me, though it holds me from movement. But the sword
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
animal hides, held in place with iron spikes. The curtains are thick enough to intercept arrows and crossbow bolts fired through them. A curtain can be pulled down with a successful DC 13 Strength
(Athletics) check.
Illumination. The gong tower (area 8) and the stockyard (area 9) get plenty of natural light. Oil lamps dimly illuminate rooms and caves that have no windows.
Oversized Furnishings and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the first time on a turn or starts its turn there, it must succeed on a DC 15 Strength saving throw or be carried 10 feet in the direction of the current, as indicated by arrows on the Plunging
stone and have neither locks nor keyholes. Light. The node is dimly illuminated by blue and green glows that radiate from the water. Water Depth. Most water is 20 feet deep. Waterfalls. Waterfalls are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the order, she and the death dogs spring into melee combat while the other hobgoblins take cover behind the rock formations and shoot arrows. The hobgoblins in area 11b also join the battle by loading
. Tied to a rope and strung across the top of the enclosure like ornaments are glowing sacs (giant fire beetle glands) that shed orange light as brightly as torches.
Tools. Leaning against the walls of
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
) check contested by the goblin’s Dexterity (Stealth) check. This guard is lazy and inattentive. If no characters are using light sources, each character can attempt a Dexterity (Stealth) check
), then fire arrows down at the characters. Bridge. This bridge spans the passage 20 feet above the stream. It’s possible to climb up the cavern walls from the lower passage to the bridge. The 20-foot
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
These two stone buildings on a small island in the Merchants’ Quarter are the base of operations for Harbor Master Tak Merakin (NE female half-orc bandit captain) and her constables (twelve NE human
thugs). Tak is profoundly lazy, and as long as merchants and fishers pay their dues without complaining, she doesn’t interfere with business on the water. She reacts only to obvious threats such as
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Duthcloim Known commonly as “Manyfolk,” the area surrounding the Bazaar and bordered by the Clawrift to the east is home to Menzoberranzan’s merchants, tradesfolk, and crafters. Duthcloim features
is out surveying damaged sections of the city. Merchants and crafters who confront the priestess, claiming to have lost everything in Demogorgon’s attack, are banished to the Braelyn. Locals driven mad
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
least one can pay to acquire a spelljamming helm.
Wildspace merchants, including dohwars and mercanes (both described in Boo’s Astral Menagerie), typically sell a spelljamming helm for substantially
display of all these bodies in the space above its current location. In that display, a white, pulsating pinprick of light marks the orrery’s location.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, but the entrances to these tunnels were closed long ago and remain magically sealed. City Market Merchants from across Ansalon do business in Kalaman’s thriving bazaar. Characters can purchase any
before the Cataclysm by the city’s Istarian founders, and the light from their flames cuts through the densest fog. Kalaman Harbor At any time, dozens of ships are anchored along the busy docks of
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. Wizards plunder the ruins of the fallen Netherese empire, delving into secrets too dark for the light of day. Dragons, giants, demons, and unimaginable abominations lurk in dungeons, caverns, ruined
cities, and the vast wild places of the world. On the roads and rivers of the Realms travel minstrels and peddlers, merchants and guards, soldiers, sailors, and steel-hearted adventurers carrying tales
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
merchants who visit the city, and is made up of many enclaves, blocks, and streets primarily occupied by citizens who trace their ancestry to other realms. One can indulge in the finest halfling food here
, but surely a sight that must be seen, is the Moon Sphere. This isn’t a structure but an event that occurs during every full moon, when a glowing, spherical field of blue light appears in the square






