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Returning 35 results for 'path artisan and his consult'.
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Classes
Xanathar's Guide to Everything
barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.
Barbarians who draw on their ancestral guardians can better fight to protect
their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds
Classes
Xanathar's Guide to Everything
barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.
Barbarians who draw on their ancestral guardians can better fight to protect
their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds
Classes
Tasha’s Cauldron of Everything
members of this class. The strange technologies in the Barrier Peaks of the world of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers
result of the wondrous ingenuity of artificers.
Creating an Artificer
To create an artificer, consult the following subsections, which give you hit points, proficiencies, and starting equipment. Then
Magic Items
Tasha’s Cauldron of Everything
figure of Vistani legend, Luba’s Tarokka of Souls shaped the destiny of countless heroes. The prophecies of this deck of cards also revealed great evils and guided its creator into the path of
property, there is a chance that one of the souls trapped in the deck escapes. Roll d100 and consult the Souls of the Tarokka table. If you roll one of the high cards, the soul associated with it escapes
Backgrounds
Baldur’s Gate: Descent into Avernus
Proficiencies: One type of artisan’s tools, vehicles (land)
Equipment: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp
Origins table for an event that started you down your heroic path..
d10
Origin
1
You helped get healing for a sick child. Now the sick come to you, knowing you’ll help them
Backgrounds
Sword Coast Adventurer's Guide
abandoned that path, you find yourself adrift. Or you might come from a segment of the Uthgardt that adheres to tradition, but you seek to bring glory to your tribe by achieving great things as a
Proficiencies: Athletics, SurvivalTool Proficiencies: One type of musical instrument or artisan’s toolsLanguages: One of your choiceEquipment: A hunting trap, a totemic token or set of
Species
Spelljammer: Adventures in Space
you like to identify what event set you on the path to adventure. If nothing on the table appeals to you, work with your DM to create an origin story for your character.
Like gnomes, autognomes can
, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the
Folk Hero
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
tyrants and monsters that threaten the common folk everywhere.
Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: One type of artisan’s tools, vehicles (land
)
Equipment: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp
Defining Event
You previously pursued a simple
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Spirit Shield (2d6) 10th Consult the Spirits, Spirit Shield (3d6) 14th Vengeful Ancestors, Spirit Shield (4d6) Ancestral Protectors Starting when you choose this path at 3rd level, spectral warriors
Path of the Ancestral Guardian Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Spirit Shield (2d6) 10th Consult the Spirits, Spirit Shield (3d6) 14th Vengeful Ancestors, Spirit Shield (4d6) Ancestral Protectors Starting when you choose this path at 3rd level, spectral warriors
Path of the Ancestral Guardian Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Creating an Artificer When creating an artificer, think about your character’s relationship with the artisan who taught them their craft. Does the character have a rival? Talk to your DM about the
. The strange technologies in the Barrier Peaks of the World of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Creating an Artificer When creating an artificer, think about your character’s relationship with the artisan who taught them their craft. Does the character have a rival? Talk to your DM about the
. The strange technologies in the Barrier Peaks of the World of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Creating an Artificer When creating an artificer, think about your character’s relationship with the artisan who taught them their craft. Does the character have a rival? Talk to your DM about the
. The strange technologies in the Barrier Peaks of the World of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Escaping the Siege When the characters arrive back at the High Hall cathedral with Grand Duke Ravengard in tow, they can consult with Pherria to find a way to remove the Helm of Torm’s Sight without
that hint at how to return Elturel to Faerûn. These visions trigger some of Lulu’s memories. She sees a path forward, but it involves the characters leaving the city to brave the terrible landscape of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Creating an Artificer When creating an artificer, think about your character’s relationship with the artisan who taught them their craft. Does the character have a rival? Talk to your DM about the
. The strange technologies in the Barrier Peaks of the World of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Escaping the Siege When the characters arrive back at the High Hall cathedral with Grand Duke Ravengard in tow, they can consult with Pherria to find a way to remove the Helm of Torm’s Sight without
that hint at how to return Elturel to Faerûn. These visions trigger some of Lulu’s memories. She sees a path forward, but it involves the characters leaving the city to brave the terrible landscape of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ether Cyclones An ether cyclone is a serpentine column that spins through the plane. The cyclone appears abruptly, distorting and uprooting ethereal forms in its path and carrying the debris for
suffer the cyclone’s effect. Roll a d20 and consult the Ether Cyclone table to determine the effect on all creatures in the vicinity. Ether Cyclone d20 Effect 1–12 Extended journey 13–19 Blown to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ether Cyclones An ether cyclone is a serpentine column that spins through the plane. The cyclone appears abruptly, distorting and uprooting ethereal forms in its path and carrying the debris for
suffer the cyclone’s effect. Roll a d20 and consult the Ether Cyclone table to determine the effect on all creatures in the vicinity. Ether Cyclone d20 Effect 1–12 Extended journey 13–19 Blown to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
ability scores. Look for your class’s primary ability there. Ability Scores and Backgrounds Ability Backgrounds Strength Artisan, Entertainer, Farmer, Guard, Noble, Sailor, Soldier Dexterity Artisan
, Charlatan, Criminal, Entertainer, Guide, Sailor, Scribe, Soldier, Wayfarer Constitution Charlatan, Criminal, Farmer, Guide, Hermit, Merchant, Sage, Soldier Intelligence Acolyte, Artisan, Criminal
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
ability scores. Look for your class’s primary ability there. Ability Scores and Backgrounds Ability Backgrounds Strength Artisan, Entertainer, Farmer, Guard, Noble, Sailor, Soldier Dexterity Artisan
, Charlatan, Criminal, Entertainer, Guide, Sailor, Scribe, Soldier, Wayfarer Constitution Charlatan, Criminal, Farmer, Guide, Hermit, Merchant, Sage, Soldier Intelligence Acolyte, Artisan, Criminal
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Aerenal In Aerenal, you might… Consult an elven archmage who’s been dead for twenty thousand years. Battle sinister forces that have crawled into Eberron from a realm of eternal night. Learn secrets
the shifting balance of the planes and the path of the Draconic Prophecy. While necromancy is a pillar of Aereni society, it isn’t the dark force you’re used to. The deathless undead of Aerenal are
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Aerenal In Aerenal, you might… Consult an elven archmage who’s been dead for twenty thousand years. Battle sinister forces that have crawled into Eberron from a realm of eternal night. Learn secrets
study the shifting balance of the planes and the path of the Draconic Prophecy. Necromancy is a pillar of Aereni society, distinct from the sinister power most adventurers encounter. Positive energy
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Aerenal In Aerenal, you might… Consult an elven archmage who’s been dead for twenty thousand years. Battle sinister forces that have crawled into Eberron from a realm of eternal night. Learn secrets
study the shifting balance of the planes and the path of the Draconic Prophecy. Necromancy is a pillar of Aereni society, distinct from the sinister power most adventurers encounter. Positive energy
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Aerenal In Aerenal, you might… Consult an elven archmage who’s been dead for twenty thousand years. Battle sinister forces that have crawled into Eberron from a realm of eternal night. Learn secrets
the shifting balance of the planes and the path of the Draconic Prophecy. While necromancy is a pillar of Aereni society, it isn’t the dark force you’re used to. The deathless undead of Aerenal are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
participant in the chase rolls 1d12 at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does, it affects the next chase participant in the Initiative
, targeting you. 2 A stream or ravine blocks your path. Make a DC 10 Strength or Dexterity saving throw (your choice) to cross the impediment. On a failed save, the impediment counts as 10 feet of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
participant in the chase rolls 1d12 at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does, it affects the next chase participant in the Initiative
, targeting you. 2 A stream or ravine blocks your path. Make a DC 10 Strength or Dexterity saving throw (your choice) to cross the impediment. On a failed save, the impediment counts as 10 feet of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the former lair of a fearsome predator, the characters can potentially gather useful material for crafting among the bones. When the party enters a boneyard, roll a d20 and consult the table to
. Rope Bridge A ravine 2d4 × 10 feet wide and 2d4 × 10 feet deep cuts across the party’s path, spanned by an old rope bridge. If the characters cut the bridge after they pass, the drow pursuit level
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
percentile dice and consult the table below to determine what the character learns. False rumors are in italics. Also see appendix F for even more potential rumors of the Barrier Peaks. Barrier Peaks
unstable. The city of Daoine Gloine was destroyed in an earthquake, and so was Kwalish’s expedition. There’s no path now to find the place, unless you fancy a trip to the Elemental Plane of Earth and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters As the characters explore the Wormwrithings, check for a random encounter once per day. Roll a d20 and consult the Wormwrithings Encounters table to determine what, if anything, the
each. Purple Worm Roll a d6 and consult the Purple Worm Direction table to determine where the purple worm comes from. Purple Worm Direction d6 Direction 1–2 The purple worm comes from behind the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters As the characters explore the Wormwrithings, check for a random encounter once per day. Roll a d20 and consult the Wormwrithings Encounters table to determine what, if anything, the
each. Purple Worm Roll a d6 and consult the Purple Worm Direction table to determine where the purple worm comes from. Purple Worm Direction d6 Direction 1–2 The purple worm comes from behind the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
several examples. Complications occur randomly. Each participant in the chase rolls a d20 at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
several examples. Complications occur randomly. Each participant in the chase rolls a d20 at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the former lair of a fearsome predator, the characters can potentially gather useful material for crafting among the bones. When the party enters a boneyard, roll a d20 and consult the table to
. Rope Bridge A ravine 2d4 × 10 feet wide and 2d4 × 10 feet deep cuts across the party’s path, spanned by an old rope bridge. If the characters cut the bridge after they pass, the drow pursuit level
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
percentile dice and consult the table below to determine what the character learns. False rumors are in italics. Also see appendix F for even more potential rumors of the Barrier Peaks. Barrier Peaks
unstable. The city of Daoine Gloine was destroyed in an earthquake, and so was Kwalish’s expedition. There’s no path now to find the place, unless you fancy a trip to the Elemental Plane of Earth and
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
magic items, spellbooks, gear, and the like. Additionally, you can consult with the faculty of your academy as the experts in various fields. Training. Because you’re associated with the academy, you
Acolyte, Guild Artisan, Noble, Outlander, Sage, Urchin Groundskeeper Charlatan, Hermit, Outlander, Soldier, Urchin Professor Acolyte, Entertainer, Folk Hero, Noble, Sage Researcher Acolyte, Charlatan