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                        Returning 35 results for 'noted common reluctance pdf'.
                    
                
                                                     Magic Items
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     more of its current gem lenses, as noted in the Lenses table. The spell’s target or point of origin must be in the lantern’s area of bright light. If there isn’t enough fuel left to
                                                
                                            
                                                
                                                    
5,000 gp
Destroying the Lantern. To destroy the lantern, the creature attuned to it must forsake all material possessions except for the lantern and common clothes. Then the creature must
                                                
                                            
                                        
                                                     Species
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one other language
                                                
                                            
                                                
                                                     a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description of the race in question.
Height and Weight
Player
                                                
                                            
                                        
                                                     Species
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one
                                                
                                            
                                                
                                                    ’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description of the race in question.
Height and Weight
                                                
                                            
                                        
                                                     Species
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    , and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free
                                                
                                            
                                                
                                                     century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description of the race
                                                
                                            
                                        
                                                     Species
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The
                                                
                                            
                                                
                                                     about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description
                                                
                                            
                                        
                                                     Species
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one other language that you and
                                                
                                            
                                                
                                                     on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description of the race in question.
Height and Weight
Player characters
                                                
                                            
                                        
                                                     Species
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s
                                                
                                            
                                                
                                                    , can live for centuries—a fact noted in the description of the race in question.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    General Features The following features are common throughout the catacombs and chambers. Broken Stone The old stones used to build the subterranean areas don’t fit together well, leaving space for
                                                
                                            
                                                
                                                     otherwise noted. Doors Doors throughout the area are made of heavy stone with metal hinges. The cult keeps the doors well-oiled, so they don’t make noise when opened. All doors are unlocked unless
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     characters from level 1 to 4 might include fourteen items rather than eleven, in the expectation that three items won’t be found.  Magic Items Awarded by Level   Character Level (Tier of Play) Common Items
                                                
                                            
                                                
                                                     Uncommon Items Rare Items Very Rare Items Legendary Items All Items   1–4 (tier 1) 6 4 1 0 0 11 5–10 (tier 2) 10 17 6 1 0 34 11–16 (tier 3) 3 7 11 7 2 30 17–20 (tier 4) 0 0 5 11 9 25 Total 19 28 23 19 11 100  Justyna Gil  Downloadable PDF
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Ezzat’s wards mean that there’s little they can do about it. Unless otherwise noted, a Stonecloak uses the stone golem statistics, with these changes: A Stonecloak has Intelligence and Charisma scores of 9
                                                
                                            
                                                
                                                    . It understands the following languages but can’t speak: Abyssal, Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, and Undercommon. Stonecloaks use a system of eye blinks to communicate nonverbally with one another.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     are 10 feet high unless otherwise noted. Light. Unless specified otherwise, there is no light inside the tomb. Regional Effects. When Diderius died, those who honored him in life transformed him into
                                                
                                            
                                                
                                                     a special mummy lord whose magic pervades his tomb. Since Diderius is neutral rather than evil, the area lacks the evil magic common to other mummy-lord tombs. A few chambers of the tomb have the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     entrance appears to be a ground-level iron door with a wooden sign bolted to it that reads in Common, “Danger! No Trespassing!”
 There’s nothing outwardly peculiar about the tower. It has a retractable
                                                
                                            
                                                
                                                     roof on its topmost level (see area B4), but this feature can be noted only from above, not from the ground. The Barn Door’s rockets can’t be seen because they’re hidden underground. Characters who examine the ground around the tower find several metal shingles that came loose during the test firing.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    General Features The following features are common throughout the Caves of Hunger: Ceilings. Most cavern ceilings are 30 feet high and made of smooth ice. Tunnel ceilings range from 10 to 15 feet
                                                
                                            
                                                
                                                     high unless otherwise noted. Darkness. All areas are cast in complete darkness unless otherwise noted. Echoes. Sound travels quickly here. All Wisdom (Perception) checks to hear sounds in these caves
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Cattle There are many kinds of cattle, from common oxen to more unusual, magical variants. Use the cow stat block to represent them, with the changes noted below. Cow
 Large beast, unaligned
 Armor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     DideriusView Player Version Ceilings. The tomb’s ceilings are 10 feet high unless otherwise noted. Light. Unless specified otherwise, there is no light inside the tomb. Regional Effects. When Diderius died
                                                
                                            
                                                
                                                    , those who honored him in life transformed him into a special mummy lord whose magic pervades his tomb. Since Diderius is neutral rather than evil, the area lacks the evil magic common to other mummy
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    Aundair Capital: Fairhaven Noted for Arcane magic, cheese, education, fashion, grains, wine Aundair is a realm of grand cities surrounded by fertile farmlands. Its legendary founder was devoted to
                                                
                                            
                                                
                                                     Nations, but it is especially common in Aundair; the nation produces more magewrights and wandslingers than any other. From the nobles in the towers of Fairhaven to the common folk working the vast
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     wide, and ceilings are 20 feet high unless noted otherwise. The walls are intricately carved with draconic imagery, pillars, cornices, filigrees, buttresses, leering dragon faces, and other
                                                
                                            
                                                
                                                     ice caves. Visibility. The ice caves are open to the sea, creating banks of vapor that roll constantly through Oyaviggaton’s corridors and chambers. This fog is more common in the low points of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Misplaced Monsters: Volume One
                                                    
                                                
                                            
                                                    
 Damage Resistances force, psychic
 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 12
 Languages Common, Draconic, telepathy 120 ft.
 Challenge 7 (2,900 XP) Proficiency Bonus +3
                                                
                                            
                                                
                                                    . At the end of this movement, each creature within 5 feet of Sheldon must succeed on a DC 15 Strength saving throw or have the prone condition, as the wind bursts around Sheldon.
 
   Download PDF
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Temple Features The following features are common to all areas of the bathhouse, the tower, and the shrine unless otherwise noted. RELAXING AT THE RESTFUL LILY
 The Temple of the Restful Lily offers
                                                
                                            
                                                
                                                     normally locked. Unless otherwise noted, a locked door can be opened with a successful DC 15 Dexterity check using thieves’ tools, broken in with a successful DC 15 Strength (Athletics) check, or attacked
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     replaced the swords or bows, but elite arcaneers are becoming more common. The armies of Aundair specialize in the use of magic and have the greatest numbers of wandslingers. Karrnath has long been known
                                                
                                            
                                                
                                                     the best intelligence and industry of the nations; it was also noted for the use of Zil elemental weapons and for its floating fortresses.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    General Features The areas that make up the Lykortha Expanse have several common physical features, summarized here: Light. The complex is dimly lit by bioluminescent fungi growing in patches on the
                                                
                                            
                                                
                                                     walls. Fungus. The ceilings, walls, and floors are coated in fungal growth. Passages. The caves and tunnels are made of unworked stone. Ceilings throughout are 20 feet high unless otherwise noted
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Fortress Features The following features are common throughout the fortress: Giant-Sized. Furnishings, passageways, and the dimensions of the rooms inside are all sized for frost giants and other
                                                
                                            
                                                
                                                     Huge creatures. The same is true of some accessory items, including treasure, as noted in the text. Ice and Mist. All surfaces (floors, ceilings, walls, and so forth) are made of smooth, opaque, chiseled
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                      +1  +1 
   
 Skills Stealth +4 (+6 while in snake form)
 Immunities Poison; Poisoned
 Senses Darkvision 60 ft.; Passive Perception 13
 Languages Abyssal, Common, Draconic
 CR 3 (XP 700; PB +2
                                                
                                            
                                                
                                                     snake or returns to its true form. If it dies, it stays in its current form. The yuan-ti’s game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn’t
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     debris. The following features are common to the keep. Any exceptions are noted in areas to which they apply. Arrow Slits. In the castle walls, arrow slits are 9 feet above the ground level, 8 inches wide
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    General Features The following features are common throughout the tomb. Some levels of the tomb have additional features that are described at the beginning of their respective sections. Ceilings
                                                
                                            
                                                
                                                     are 3 feet high and 2 feet wide. Lighting All areas of the tomb are unlit unless noted otherwise. Secret Doors Most secret doors within the tomb slide open on stone runners. The handles that unlock
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     fog is more common in the low points of the caverns. In areas noted as +10 feet on the map, visibility is unrestricted unless a patch of random fog is encountered. In areas noted as 0 feet
                                                
                                            
                                                
                                                     Player Version Ceilings and Walls. Most passages in the ice caves are at least 15 feet wide, and ceilings are 20 feet high unless noted otherwise. The walls are intricately carved with draconic imagery
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Dungeon Features The dungeon is remarkably clean and kept in excellent condition. Its common features are summarized here. Lit Tunnels. Tunnels are 9 feet high and have curved ceilings. Oil lanterns
                                                
                                            
                                                
                                                    , with iron handles and well-oiled hinges. Some doors have locks or barred windows set into them, as noted in the text. A character can use thieves’ tools to pick a door’s lock with a successful DC 15
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Area Features Scarlet Moon Hall was once a central tower with outer protective walls. The walls are now tumbled ruins, and the tower is under repair. The following features are common to the site
                                                
                                            
                                                
                                                    . Any exceptions are noted in areas to which they apply. Haze. The influence of elemental fire creates a smoky haze that renders the area lightly obscured. A bright spot in the haze indicates where the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    Droaam Capital: The Great Crag Noted for Monstrous mercenaries, byeshk Droaam is a nation of monsters. It is ruled by the Daughters of Sora Kell. Each of these three hags is a legend in her own right
                                                
                                            
                                                
                                                     by Breland, Galifar had never tamed this wild region. It had long been a haven for host of creatures. Gnolls, orcs, and goblins are the most common, but ogres, trolls, harpies, minotaurs, medusas
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    . The following features are common to the monastery. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings in the monastery are 12 feet high. The mines have 8-foot-high ceilings in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    
 Senses Darkvision 120 ft., passive Perception 11
 Languages Infernal, Common
 Challenge 1 (200 XP)
 Shapechanger. The imp can use its action to polymorph into the beast form of a rat, a raven, or a
                                                
                                            
                                                
                                                     spider, or into its devil form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying is not transformed. It reverts to its devil form if it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Landro Features The following features are common to all areas of Landro unless otherwise noted. Antigravity Magic The piece of the Rod of Seven Parts linked to the graymatter engine creates special
                                                
                                            
                                                
                                                     descriptions for details. In areas L1–area L4 of the cave network, the ceilings are 15 feet high unless otherwise noted. Graymatter Fluid A steady stream of thin, oily liquid leaks from the graymatter
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    : GENERAL FEATURES
 The following features are common throughout the hill giant den, which reeks of filth.
 Ceilings. Unless otherwise noted, interior chambers have 30-foot-high ceilings, with 20-foot
                                                
                                            
                                                
                                                     Objects. Most of the furnishings and other items in Grudd Haug are sized for hill giants. Exceptions are noted in the text. Tables, benches, and other room fixtures are typically twice as high, long
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     information on the tools, see the Player’s Handbook.  Magic Item Tools   Item Category Required Tool   Armor Leatherworker’s Tools, Smith’s Tools, or Weaver’s Tools depending on the kind of armor as noted
                                                
                                            
                                                
                                                     Weapon Leatherworker’s Tools, Smith’s Tools, or Woodcarver’s Tools depending on the kind of weapon as noted in the tools’ descriptions Wondrous Item Tinker’s Tools or the tool required to make the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     or book.  1: Common Names   1d12 Common Given Name Common Surname   1 Adrik Brightsun 2 Alvyn Dundragon 3 Aurora Frostbeard 4 Eldeth Garrick 5 Eldon Goodbarrel 6 Farris Greycastle 7 Kathra Ironfist 8
                                                
                                            
                                                
                                                     harboring an unrequited passion. 9 The NPC nurses a powerful ambition. 10 The NPC is deeply dissatisfied or unhappy.  Joy Ang  Downloadable PDF
                                                
                                            
                                        





