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Returning 23 results for 'permit about and his common'.
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Backgrounds
Sword Coast Adventurer's Guide
: LIBRARY ACCESS
Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the
majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.
You have a working knowledge of your cloister’s
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Feature: Library Access Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the
majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister’s
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Feature: Library Access Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the
majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and stacks of parchment on them. Mounted between the shelves are copper signs embossed with the following words in Common: “Do not remove supplies without Headmaster Blackcloak’s written consent
Intelligence (Deception) check. If the spectators believe the note is genuine, they’ll permit the removal of one spellbook and up to ten sheets of parchment. They attack anyone caught trying to steal
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and stacks of parchment on them. Mounted between the shelves are copper signs embossed with the following words in Common: “Do not remove supplies without Headmaster Blackcloak’s written consent
Intelligence (Deception) check. If the spectators believe the note is genuine, they’ll permit the removal of one spellbook and up to ten sheets of parchment. They attack anyone caught trying to steal
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
display of freshly cut flowers (grown in special hothouses wherever the climate doesn’t permit flowers so early) that are given as gifts to the gods or spread among the fields in hopes of a bountiful
, offer prayers for the fallen, and prepare for the coming cold. The Calendar of Harptos Month Name Common Name 1 Hammer Deepwinter Annual Holiday: Midwinter 2 Alturiak The Claw of Winter 3 Ches The
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
display of freshly cut flowers (grown in special hothouses wherever the climate doesn’t permit flowers so early) that are given as gifts to the gods or spread among the fields in hopes of a bountiful
, offer prayers for the fallen, and prepare for the coming cold. The Calendar of Harptos Month Name Common Name 1 Hammer Deepwinter Annual Holiday: Midwinter 2 Alturiak The Claw of Winter 3 Ches The
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, Mask, Selûne, Shar, and Tymora. Gods of knowledge, survival, cunning, and warfare are also common attractions for tieflings who value those qualities. Beshaba has tiefling worshipers who consider the
tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player’s Handbook. The Dungeon Master may permit the following variants for your tiefling character, although
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, Mask, Selûne, Shar, and Tymora. Gods of knowledge, survival, cunning, and warfare are also common attractions for tieflings who value those qualities. Beshaba has tiefling worshipers who consider the
tieflings are of the blood of Asmodeus, some have traits that differ from those in the Player’s Handbook. The Dungeon Master may permit the following variants for your tiefling character, although
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
on a failed save, or half as much damage on a successful one. She has resistance to lightning damage. She speaks Common and Draconic. If the characters mention the figure they saw on the roof of the
’ tools can pick the lock with a successful DC 20 Dexterity check. A knock spell or similar magic also opens the door. Valetta won’t allow characters to break down the door, but she does permit them to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
on a failed save, or half as much damage on a successful one. She has resistance to lightning damage. She speaks Common and Draconic. If the characters mention the figure they saw on the roof of the
’ tools can pick the lock with a successful DC 20 Dexterity check. A knock spell or similar magic also opens the door. Valetta won’t allow characters to break down the door, but she does permit them to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
trade are common enough in Faerûn, metal coins and trade bars are the everyday currency. Common Coinage. Coins appear in a bewildering variety of shapes, sizes, names, and materials. Thanks to the
suns. The city’s two local coins are the toal and the harbor moon. The toal is a square brass trading-coin pierced with a central hole to permit it to be easily strung on a ring or string, worth 2 gp in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
trade are common enough in Faerûn, metal coins and trade bars are the everyday currency. Common Coinage. Coins appear in a bewildering variety of shapes, sizes, names, and materials. Thanks to the
suns. The city’s two local coins are the toal and the harbor moon. The toal is a square brass trading-coin pierced with a central hole to permit it to be easily strung on a ring or string, worth 2 gp in
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, peaceful realm, where many races live together for common knowledge, celebration, and defense. The city is peopled primarily by the “goodly” races (humans, dwarves, gnomes, elves, halflings, and half-elves
inhabitants of the city from engaging in all manner of spellcasting. In particular, spells that summon flame, conjure creatures, or permit teleportation fail when their target is within the bounds of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, peaceful realm, where many races live together for common knowledge, celebration, and defense. The city is peopled primarily by the “goodly” races (humans, dwarves, gnomes, elves, halflings, and half-elves
inhabitants of the city from engaging in all manner of spellcasting. In particular, spells that summon flame, conjure creatures, or permit teleportation fail when their target is within the bounds of
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
forehead in a pose of evident sorrow.
The dejected giant is Ralvald, a Lawful Neutral Frost Giant who knows Common as well as Giant. The giant has become so wrapped up in his own troubles that he doesn’t
ritual; he wants the body, so he can lay it to rest respectfully. He’ll permit them to copy the ritual before he takes the remains. D6: Foggy Cave The subterranean river here plunges in two twenty-foot
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
forehead in a pose of evident sorrow.
The dejected giant is Ralvald, a Lawful Neutral Frost Giant who knows Common as well as Giant. The giant has become so wrapped up in his own troubles that he doesn’t
ritual; he wants the body, so he can lay it to rest respectfully. He’ll permit them to copy the ritual before he takes the remains. D6: Foggy Cave The subterranean river here plunges in two twenty-foot
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
that Ilvaash is their common enemy. Spectral Webs. The diaphanous webs are too flimsy to impede movement, but they lightly obscure most of the room and heavily obscure the 20 feet of the room closest
Varakkta lives here with two githyanki warriors named Kianka and Vazzi. Varakkta is using a spare greatsword rather than her silver greatsword, so her attacks don’t count as magical. She speaks Common
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. His passive Perception score is 14, and he has disadvantage on all Wisdom (Perception) checks. He speaks Draconic and Common. Sauriv is extremely wise, and it is due to his inspiration that the
minister peruses is written in Common and was sent by the local locathah chief to the lizardfolk queen. It identifies the locathah currently present in the lair as the chief’s ambassadors and authorizes
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
that Ilvaash is their common enemy. Spectral Webs. The diaphanous webs are too flimsy to impede movement, but they lightly obscure most of the room and heavily obscure the 20 feet of the room closest
Varakkta lives here with two githyanki warriors named Kianka and Vazzi. Varakkta is using a spare greatsword rather than her silver greatsword, so her attacks don’t count as magical. She speaks Common
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. His passive Perception score is 14, and he has disadvantage on all Wisdom (Perception) checks. He speaks Draconic and Common. Sauriv is extremely wise, and it is due to his inspiration that the
minister peruses is written in Common and was sent by the local locathah chief to the lizardfolk queen. It identifies the locathah currently present in the lair as the chief’s ambassadors and authorizes
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
random strangers that blunder in unannounced are enemies and attack. If circumstances permit, the occupants of the room spread the alarm by alerting the cultists in area B4 to the attack. Treasure Dynath
the golem to defend him. He then retreats to the back of the room to cast spells. Miraj turns invisible and flees if death seems imminent. The worktables and shelves hold common alchemical ingredients
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
random strangers that blunder in unannounced are enemies and attack. If circumstances permit, the occupants of the room spread the alarm by alerting the cultists in area B4 to the attack. Treasure Dynath
the golem to defend him. He then retreats to the back of the room to cast spells. Miraj turns invisible and flees if death seems imminent. The worktables and shelves hold common alchemical ingredients