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Returning 11 results for 'notable contact reciting pdf'.
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Magic Items
The Wild Beyond the Witchlight
minute touching the cauldron with a unicorn’s horn while reciting the poem called “The Witch Queen’s Cauldron” (see the accompanying sidebar), all creatures within 1,000 feet of
time. Destroying the cauldron, sending it to another plane of existence, or touching it with a unicorn’s horn for 1 minute while reciting “The Witch Queen’s Cauldron” ends the
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Bobby Downloadable PDF Equipment Thunderous Greatclub
4 Handaxes
Explorer’s Pack
Carpenter’s Tools
Healer’s Kit
Iron Pot
Shovel
Traveler’s Clothes
Thunderous Greatclub Weapon
can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Bobby Downloadable PDF Equipment Thunderous Greatclub
4 Handaxes
Explorer’s Pack
Carpenter’s Tools
Healer’s Kit
Iron Pot
Shovel
Traveler’s Clothes
Thunderous Greatclub Weapon
can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the cauldron can’t be used again for 8 days. If you spend 1 minute touching the cauldron with a unicorn’s horn while reciting the poem called “The Witch Queen’s Cauldron” (see the accompanying sidebar
longer frozen in time. Destroying the cauldron, sending it to another plane of existence, or touching it with a unicorn’s horn for 1 minute while reciting “The Witch Queen’s Cauldron” ends the time
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Notable Locations Aerenal taunts visitors with its ancient secrets and trackless jungles. Pylas Talaear The gateway to Aerenal, this port city is the primary point of contact between Aerenal and the
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Bobby Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill
a Magic action, you can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
journey otherwise works the same as described in the rest of the “Travel” section.
Downloadable PDF Weather During each stage of the characters’ journey, you can determine what the weather is like by
moving on. Describe the journey as vividly as you like, but keep momentum by focusing on the most notable details that reinforce the desired mood. Visual aids can help set the scene for the characters
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
reciting the rhyme, “Neither gleaming sword nor magic tome can soothe the soul like hearth and home.” This rhyme is known to Zorhanna, Eliphas, the winter wolves, and Paliset Hall’s staff. The fey
throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. No more than once per day, while Zorhanna is immersed in the pool, she can use it to contact the Prince
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragons share a common territory and hoard, live under a strict code of discipline, and devote themselves to a common goal. Their most notable feature, though, is their practice of carving arcane sigils of
heart of Sardior and a key to the Ruby Dragon’s return.
4 A dragon offers to pay the characters handsomely if they travel to another world. There, they must make contact with the dragon’s echo
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
has no reason to trust the characters, refuses to emerge from his hiding place. A character can earn the butler’s trust and coax him out by reciting Demitasse’s rhyme (see area P19) and then sharing a
easily put the owl in a jabberwock-hunting mood if they have the means to speak with it. If the jabberwock and the owl ever make eye contact, the jabberwock flees the palace with the owl in pursuit. Bait
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
is meditating. He is roused by the sound of combat or any direct attempts to contact him. Unless cornered, he flees to area 20 and returns with the occupants of that room. If they are gone or slain
against the south wall features a wooden bowl of fruit. A wooden bench is against the north wall, and in the center of the room a wooden chair faces the bench.
Three lizardfolk in robes are reciting a






