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                        Returning 35 results for 'non calm reasons pdf'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     (Persuasion) checks.
3
Calming Presence. The wearer can cast calm emotions once per day (save DC 13).
4
Trail of Flowers. Wherever the wearer of the fleece walks, flowers spring up magically behind them
                                                
                                            
                                                
                                                    . The flowers wilt away after 1 hour.
5
Animal Affinity. Any non-evil wearer of the fleece can cast animal friendship once per day (save DC 13).
6
Abundance of Food. The wearer can cast create food and water once per day.
                                                
                                            
                                        
                                                     Magic Items
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common. It has a calm, delicate voice. The weapon can sense the presence of non
                                                
                                            
                                        
                                                    Autumn Eladrin
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                    Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by the eladrin
                                                
                                            
                                                
                                                     material components:
At will: calm emotions, sleep
3/day each: cure wounds (as a 5th-level spell), lesser restoration
1/day each: greater restoration, heal, raise dead
Magic Resistance. The eladrin has
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     messenger, calm emotions, warding bond
3rd
plant growth, speak with plants
4th
aura of life, conjure minor elementals
5th
awaken, commune with nature
                                                
                                            
                                                
                                                    .
3
I enjoy comfort and quiet, and prefer to avoid extra effort.
4
I have a fierce temper that doesn’t reflect the inner calm I seek.
5
I’m convinced that everyone else in the
                                                
                                            
                                        
                                                    Ki-rin
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    ): calm emotions, lesser restoration, silence
3rd level (3 slots): dispel magic, remove curse, sending
4th level (3 slots): banishment, freedom of movement, guardian of faith
5th level (3 slots): greater
                                                
                                            
                                                
                                                     concentrate for the change in weather to persist.
Within 3 miles of the lair, winds buoy non-evil creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet
                                                
                                            
                                        
                                                     Species
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    The humanoid elephants called loxodons are often oases of calm in the busy streets of Ravnica. They hum or chant in sonorous tones and move slowly or sit in perfect stillness. If provoked to action
                                                
                                            
                                                
                                                    ’s resonant nasal chambers, that indicate status, family connection, and community role. Since most non-loxodons can’t distinguish these underlying tones, let alone produce them, loxodons
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    
friends, message
1st
command, ensnaring strike
2nd
arcane lock, calm emotions, hold person
3rd
clairvoyance, counterspell
4th
compulsion, divination
                                                
                                            
                                                
                                                     once on the Non-Azorius Contacts table.
Azorius Contacts
d8
Contact
1
As a teenager, I was a page for a prominent judge.
2
One of my childhood friends is now a precognitive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Intro to Stormwreck Isle
                                                    
                                                
                                            
                                                     players invent their own reasons for their characters to seek out the wisdom and assistance of Elder Runara, who runs the cloister. Read the following text when you’re ready to start: Stormwreck Isle
                                                
                                            
                                                
                                                     the island. Avoiding the rocks jutting up from the ocean, your ship makes its way toward a calm harbor on the island’s north side.
 A large, open-air temple comes into view, perched on the edge of a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                     way toward a calm harbor on the island’s north side.
 A large, open-air temple comes into view, perched on the edge of a cliff high above you. The ship drops anchor at the mouth of the harbor, and
                                                
                                            
                                                
                                                     they haven’t done so already. They might want to discuss their reasons for visiting Dragon’s Rest, or they might prefer to keep their reasons secret for now. If they have any questions about what they
                                                
                                            
                                        
                                                    Yuan-ti Pureblood
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     interest of maintaining the strength of their personal bloodline.
The yuan-ti have abandoned their humanity and consider non-serpentine humanoids to be lesser creatures, barely more civilized than
                                                
                                            
                                                
                                                     serpent gods began to demand more and more sacrifices, the yuan-ti stepped up their raids on bordering settlements to meet this need.
Calm long-view schemers, innate deceivers, and immune to poison
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     commit great deeds in battle. 4 To avenge Gruumsh, I will kill every elf I see. 5 I will seek and destroy those who murdered my tribe. 6 I owe my survival to a non-orc.  Orc Flaws  d6 Flaw   1 I have a
                                                
                                            
                                                
                                                     calm temperament and let insults roll off my back. 2 I don’t fear the gods and have no patience for superstitions. 3 I am slow to anger, but when I do become enraged I fight until my enemies are dead
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     Perception 13
 Languages Common, Elvish, Sylvan
 Challenge 10 (5,900 XP)
 Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom
                                                
                                            
                                                
                                                    , requiring no material components:
 At will: calm emotions, sleep
 3/day each: cure wounds (as a 5th-level spell), lesser restoration
 1/day each: greater restoration, heal, raise dead
 Magic Resistance
                                                
                                            
                                        
                                                    Orc
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    .
4
To avenge Gruumsh, I will kill every elf I see.
5
I will seek and destroy those who murdered my tribe.
6
I owe my survival to a non-orc.
Orc Flaws
d6
Flaw
1
I
                                                
                                            
                                                
                                                     have a calm temperament and let insults roll off my back.
2
I don’t fear the gods and have no patience for superstitions.
3
I am slow to anger, but when I do become enraged I fight
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    . 
   2  Power of Nyx. The wearer has advantage on all Charisma (Persuasion) checks. 
   3  Calming Presence. The wearer can cast calm emotions once per day (save DC 13). 
   4  Trail of Flowers. Wherever
                                                
                                            
                                                
                                                     the wearer of the fleece walks, flowers spring up magically behind them. The flowers wilt away after 1 hour. 
   5  Animal Affinity. Any non-evil wearer of the fleece can cast animal friendship once
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     possible, play in an area with minimal visual or auditory distractions. Favor surroundings that appropriately reinforce your desired atmosphere and have little non-player traffic. If space is shared
                                                
                                            
                                                
                                                    , negotiate with non-players to reserve the space in advance. You can also reduce distracting stimuli by turning screens off, covering decorations, and moving unnecessary objects away. Music Consider
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common. It has a calm, delicate
                                                
                                            
                                                
                                                     voice. The weapon can sense the presence of non-lawful creatures within 120 feet of it. Personality. Azuredge is sworn to protect Waterdeep, and it desires to be wielded by a law-abiding person
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     efficiently and that non-devils fulfill their commitments to the Nine Hells. They slay those who renege on infernal deals, sending treacherous mortal souls to face unspeakable punishments. When not
                                                
                                            
                                                
                                                     the target has the Poisoned condition until the start of the devil’s next turn. While Poisoned, the target can’t regain Hit Points.
 Bone devils are just one of a thousand reasons never to make a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    —whether for love or for social or political reasons, both of which are considered equally valid—they must choose which partner’s clan they will belong to after the union. In rare cases, a new couple
                                                
                                            
                                                
                                                     enough to afford time to study and special tutoring pass. Still, many less affluent but dedicated students have used this path to change their social status. Even non-citizens are allowed to take the test
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     Giant can interpret the command runes. Command Runes There are eighteen command runes. Alarm. A noise akin to a howling wind alerts all non-deafened creatures in the castle.
 All-Clear. A noise akin
                                                
                                            
                                                
                                                     to a loud whisper signals an end to danger.
 Anchor. The castle holds position on the ground or in the air. The castle remains stationary despite winds, storms, and so on.
 Calm. The thunderclouds
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     Giant can interpret the command runes. Command Runes There are eighteen command runes. Alarm. A noise akin to a howling wind alerts all non-deafened creatures in the castle.
 All-Clear. A noise akin
                                                
                                            
                                                
                                                     to a loud whisper signals an end to danger.
 Anchor. The castle holds position on the ground or in the air. The castle remains stationary despite winds, storms, and so on.
 Calm. The thunderclouds
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     to her. She’s willing to cautiously parley with characters who claim they are investigating the carnival for their own reasons. Appendix D contains additional roleplaying notes for Kettlesteam
                                                
                                            
                                                
                                                     their wagon. She repeats the conversation, using her Mimicry trait to imitate Light’s agitated voice (“Someone is going to find out about this! They’ll shut us down!”) followed by Witch’s calm yet firm
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     experiences of dreamers. There is a dark core at the heart of the plane, shaped by the nightmare force known as the Dreaming Dark. For reasons unknown to the general populace, Dal Quor is always remote
                                                
                                            
                                                
                                                     and calm communities stretch across clouds. This is the plane of peace and all things that flourish in times of peace. This includes commerce; the Immeasurable Market of Syrania draws merchants and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     there simply so that Sir Baerdren can keep his eye on her and ensure that she doesn’t sabotage the templars from within?
 Fixer. The Fixer might work for a religious order for entirely non-religious
                                                
                                            
                                                
                                                     reasons. This character does the order’s dirty work and clears away its problems. It’s entirely possible for an entire party to be made up of Fixers, but rogues and fighters are especially well suited to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     acts of Bahamut and Tiamat, dragons craft their eggs through painstaking labor, then breathe the gift of life into them. 
   5  Draconic Transformation. Enlightened non-dragons (most often Humanoids
                                                
                                            
                                                
                                                     process, half-dragons come into being through a variety of means. The Half-Dragon Origin table below offers examples. Dragons create half-dragon progeny for a wide range of reasons. Some dragons create
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    Loxodon 
 ZACK STELLA
 The humanoid elephants called loxodons are often oases of calm in the busy streets of Ravnica. They hum or chant in sonorous tones and move slowly or sit in perfect stillness
                                                
                                            
                                                
                                                     chambers, that indicate status, family connection, and community role. Since most non-loxodons can’t distinguish these underlying tones, let alone produce them, loxodons often translate them into titles
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     and the gargoyles might attack him. If he sees the characters, he runs toward them in a panic, babbling about a stolen gem. A successful DC 15 Charisma (Intimidation or Persuasion) check or calm
                                                
                                            
                                                
                                                     black gemstone. For reasons unknown to Flink, Yantha didn’t want to give the gemstone back to the duergar and instead offered him a lump of gold in trade. An argument ensued. Yantha entrusted the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     items to feed to the zone’s monsters. If such interlopers can’t provide credible reasons for their presence, the wight orders the helmed horror to attack. Glyph Key. The wight has a glyph key attuned
                                                
                                            
                                                
                                                     located in the opening in the rock wall that leads to the Forest of Illusion. 51. Pool of Recovery A pool in this cavern glows with pale blue light.
 The pool’s magic grants non-undead creatures
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     githyanki are required to report to one of these districts regularly for weapon practice. Non-githyanki that venture into these areas are attacked on sight unless accompanied by a knight who can vouch
                                                
                                            
                                                
                                                     time, instead of killing everyone they encounter on a raid, they bring captives back to Tu’narath for various reasons. 
 The githyanki treat prisoners with the same detachment and disdain they show for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     good, sanctuary
 2nd level (3 slots): calm emotions, lesser restoration, silence
 3rd level (3 slots): dispel magic, remove curse, sending
 4th level (3 slots): banishment, freedom of movement
                                                
                                            
                                                
                                                     change in weather to persist. Within 3 miles of the lair, winds buoy non-evil creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     sometimes called the Ghostwood for two reasons. First, its proximity to the Ice Mountains leaves it constantly shrouded in cold mists. Second, undead are known to haunt the Vordrorn Forest, particularly
                                                
                                            
                                                
                                                     ominous shadow causing widespread panic. Lady Laeral Silverhand dispatches heralds to calm the people and assure them that no harm will befall the city. If the adventurers decide to investigate, they must
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     to the cult in pursuit of rumors that they can learn to fly, tame the wind, or shed their obesity. Whatever their reasons, they eventually succumb to the cult’s subtle indoctrination, surrendering
                                                
                                            
                                                
                                                     melee attack.
 Howling Hatred Initiate Howling Hatred initiates are attracted by the cult’s philosophy of non-attachment and the rejection of material things, unaware of the cult’s true nature. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     from his stasis, the storm giant king is disoriented, confused, and hostile toward all non-giants he sees. The last thing he remembers was being ambushed during a meeting with small folk, whom he was
                                                
                                            
                                                
                                                    ) check to calm down the king. If the check fails, the character’s words fall on deaf ears. If the character mentions Serissa by name, the check is made with advantage. Hekaton has no idea that his
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     peaceful and reasonable people. Among their own kind, they tend to be so. But outsiders, particularly non-giants of any sort, are unwelcome in the stone giants’ caverns, and trespassers aren’t treated
                                                
                                            
                                                
                                                     sometimes hire agents that they dispatch to investigate portents and to retrieve items the giants need for their oracles. It’s dangerous work, for two reasons. The obvious one is that the task involves
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    . A deathlock wight (see appendix B) keeps watch here. One wraith and four shadows circle around the shrine, streaks of crimson trailing from their spectral forms. Web of Pain. Whenever a non-undead
                                                
                                            
                                                
                                                     carried into this chamber. The shrine of binding takes up a large portion of this black marble chamber.
 Creatures. Six shadows lurk here. Poisoned Shadows. Whenever a non-undead creature in this area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     opportune moment to attack intruders with surprise. The other moves east to the gate and opens it to release a brown bear, which attacks any non-troglodyte in the next round (roll initiative for the bear
                                                
                                            
                                                
                                                     when it is released). Bear Pen. A sturdy timber gate, latched on the outside, seals a smaller cave to the east. The bear attacks any non-troglodyte that opens the cage door, then tries to escape
                                                
                                            
                                        






