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Returning 35 results for 'promised allows and his consult'.
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Monsters
Fizban's Treasury of Dragons
and slow to anger. This temperament, combined with their disinterest in moral quandaries, allows them to get along with—or at least abide—most creatures they encounter. They frequently
Wyrmling Connections
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Connected Creatures"}
Connected Creatures
1
A sea hag has promised treasure to a dragon turtle wyrmling if
monsters
may find their brain removed and placed within a strange cylinder. The item keeps the brain alive, allowing the mi-go to consult with their former servant as needed. A large mi-go colony may have
access to dozens of brains. The strange apparatus that keeps the brains alive also allows the mi-go, or any human who gains access to the device, the ability to speak to the brain.Hideous Counsel.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
the characters’ actions and provide them any promised rewards. Razak also thanks the characters for their help and gifts them his ring of animal influence. Once the chapter concludes, consult the “Advancing in Level” section of chapter 4 and let the characters determine their next destination.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
the characters’ actions and provide them any promised rewards. Razak also thanks the characters for their help and gifts them his ring of animal influence. Once the chapter concludes, consult the “Advancing in Level” section of chapter 4 and let the characters determine their next destination.
races
Mordenkainen Presents: Monsters of the Multiverse
formidable build, bugbears are quiet skulkers, thanks to a fey magic that allows them to hide in spaces seemingly too small for them.
Creating Your Character
At 1st level, you choose whether your
randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
wisdom once again, for history lives here at Strixhaven, and nothing is ever truly forgotten.
“Now, you’ve all been promised a starlit night, so one and all, come dance among the stars!”
With Dean
stage gains a fly speed equal to their walking speed. This allows the guests to literally dance on air. Anyone who leaves the space above the dance floor in midair drifts gently to an unoccupied space in area K1. This magic lasts until the end of the masquerade.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
wisdom once again, for history lives here at Strixhaven, and nothing is ever truly forgotten.
“Now, you’ve all been promised a starlit night, so one and all, come dance among the stars!”
With Dean
stage gains a fly speed equal to their walking speed. This allows the guests to literally dance on air. Anyone who leaves the space above the dance floor in midair drifts gently to an unoccupied space in area K1. This magic lasts until the end of the masquerade.
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
bronzewood, and trees that remain alive after being felled. The island’s proximity to the planes of Irian and Mabar (both described in chapter 4) allows the lines between life and death to become blurred
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
bronzewood, and trees that remain alive after being felled. The island’s proximity to the planes of Irian and Mabar (both described in chapter 4) allows the lines between life and death to become blurred
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, Dragon’s Pride?”
Khai challenges the characters to one final arena match—against him. Since this is a special match, he allows all the characters to fight. If the characters agree, Khai declares
promised, Khai hands the characters 1,000 talons and offers them access to Dragon’s Pride (see the “Dragon’s Pride” section). Bruce Brenneise Combatants in the Scarlet Coliseum might face an irate purple worm
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, Dragon’s Pride?”
Khai challenges the characters to one final arena match—against him. Since this is a special match, he allows all the characters to fight. If the characters agree, Khai declares
promised, Khai hands the characters 1,000 talons and offers them access to Dragon’s Pride (see the “Dragon’s Pride” section). Bruce Brenneise Combatants in the Scarlet Coliseum might face an irate purple worm
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
number of such item-keyed portals. Random. The portal functions for a random period, then shuts down for a similarly random duration. Typically, such a portal allows 1d6 + 6 travelers to pass through
into further adventures as they chase down a key item, scour old libraries for commands, or consult sages to find the right time to visit the portal.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Tragedies in area M14 allows Endelyn to foresee the arrival of visitors and glimpse their fates, which she communicates to them through grim performances that she calls her “auguries.” Endelyn claims to be
, Endelyn performs a macabre puppet show that reveals how each character is fated to depart the multiverse. Have each player roll a d8 and consult the Unhappy Endings table to find out how Endelyn
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
number of such item-keyed portals. Random. The portal functions for a random period, then shuts down for a similarly random duration. Typically, such a portal allows 1d6 + 6 travelers to pass through
into further adventures as they chase down a key item, scour old libraries for commands, or consult sages to find the right time to visit the portal.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Tragedies in area M14 allows Endelyn to foresee the arrival of visitors and glimpse their fates, which she communicates to them through grim performances that she calls her “auguries.” Endelyn claims to be
, Endelyn performs a macabre puppet show that reveals how each character is fated to depart the multiverse. Have each player roll a d8 and consult the Unhappy Endings table to find out how Endelyn
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
place for random encounters. When it suits you, roll a d20 and consult the Dark Dominion Encounters table to determine what the party encounters, or choose an encounter that you like. Dark Dominion
opens into a forgotten tunnel. Roll a d10 and consult the Goblin Tunnel table to determine where the tunnel leads. Goblin Tunnel d10 Tunnel Destination 1–2 Kyorbblivvin (see “Kyorbblivvin”) 3–4 A
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
place for random encounters. When it suits you, roll a d20 and consult the Dark Dominion Encounters table to determine what the party encounters, or choose an encounter that you like. Dark Dominion
opens into a forgotten tunnel. Roll a d10 and consult the Goblin Tunnel table to determine where the tunnel leads. Goblin Tunnel d10 Tunnel Destination 1–2 Kyorbblivvin (see “Kyorbblivvin”) 3–4 A
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
temperament, combined with their disinterest in moral quandaries, allows them to get along with—or at least abide—most creatures they encounter. They frequently enter symbiotic relationships with other sea
1 A sea hag has promised treasure to a dragon turtle wyrmling if the wyrmling brings the hag “visitors” by capsizing fishing boats.
2 A school of hunter sharks try to drive a dragon turtle
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
allows a character to deactivate the antimagic field. Gearbox to the Rescue. As in the control room, if Gearbox the modron is with the party, a character can attempt a DC 12 Dexterity check to help
magic items collected by the monastery over long years can be found scattered throughout the junk in this area, including the following: Kwalish’s journal, which has been promised to the Cartophile (but
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
reserves, or otherwise planning the fortress’s defense. Areas 1, area 5, and area 19 have particular encounters associated with them (see “Assault Encounters”). For every other area, consult the following
party to be hasty, keep the exact time before their allies’ attack nebulous. This allows you to have troops from Saltmarsh show up in the party’s defense should they get into trouble. For you, though
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
reserves, or otherwise planning the fortress’s defense. Areas 1, area 5, and area 19 have particular encounters associated with them (see “Assault Encounters”). For every other area, consult the following
party to be hasty, keep the exact time before their allies’ attack nebulous. This allows you to have troops from Saltmarsh show up in the party’s defense should they get into trouble. For you, though
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Once Nim explains how the nimblewright detector works, Valetta allows the characters to take it. To activate the nimblewright detector, a character must hold down its trigger. When the activated
the House of Inspired Hands will pay them 500 gp to destroy it. If they return with proof of its destruction, Valetta sees that they receive the promised reward and also offers them one each of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Once Nim explains how the nimblewright detector works, Valetta allows the characters to take it. To activate the nimblewright detector, a character must hold down its trigger. When the activated
the House of Inspired Hands will pay them 500 gp to destroy it. If they return with proof of its destruction, Valetta sees that they receive the promised reward and also offers them one each of the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
allows a character to deactivate the antimagic field. Gearbox to the Rescue. As in the control room, if Gearbox the modron is with the party, a character can attempt a DC 12 Dexterity check to help
magic items collected by the monastery over long years can be found scattered throughout the junk in this area, including the following: Kwalish’s journal, which has been promised to the Cartophile (but
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
temperament, combined with their disinterest in moral quandaries, allows them to get along with—or at least abide—most creatures they encounter. They frequently enter symbiotic relationships with other sea
1 A sea hag has promised treasure to a dragon turtle wyrmling if the wyrmling brings the hag “visitors” by capsizing fishing boats.
2 A school of hunter sharks try to drive a dragon turtle
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
material components of any enchantment spell of 3rd level or lower. The faerie dust has other magical effects as well. If a pinch of faerie dust is sprinkled on a creature, roll percentile dice and consult
giant. Zephyros accepts whatever counsel the characters wish to offer. Unless the characters advise him to send away the cultists, Zephyros accepts the cultists’ gift and allows them to remain in his
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Circle of Stars What about the dark places between the stars? Don’t you realize that’s where the good stuff is?
Tasha
The Circle of Stars allows druids to draw on the power of starlight. These
of 9 or lower on the d20 as a 10. Cosmic Omen 6th-level Circle of the Stars feature Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Circle of Stars What about the dark places between the stars? Don’t you realize that’s where the good stuff is?
Tasha
The Circle of Stars allows druids to draw on the power of starlight. These
of 9 or lower on the d20 as a 10. Cosmic Omen 6th-level Circle of the Stars feature Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. A random portal functions for a random period, then shuts down for a similarly random duration. Typically, such a portal allows 1d6 + 6 travelers to pass through, then shuts down for 1d6 days
overwhelming number of such item-keyed portals. Learning and meeting a portal’s requirements can draw characters into further adventures as they chase down a key item, scour old libraries for command words, or consult sages to find the right time to visit the portal.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. After every hour of travel, roll a d20 and consult the Demiplane Encounters table to determine if the characters have an encounter at that point. If you get a previous result (other than “no encounter
successful DC 14 Dexterity (Stealth) group check allows the party to pass them by without being noticed. If the group check fails, the swarms attack. 8–9 Two hungry wereboars barge out of the underbrush
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an
as a ritual if that spell has the ritual tag and you have the spell prepared. Artificer Spell List Here’s the list of spells you consult when you learn an artificer spell. The list is organized by
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Ability Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your
artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. Artificer Spell List Here’s the list of spells you consult when you learn an artificer spell. The list is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an
as a ritual if that spell has the ritual tag and you have the spell prepared. Artificer Spell List Here’s the list of spells you consult when you learn an artificer spell. The list is organized by
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
of the World, wherein they consult a divine oracle. The oracle requires that the adventurers retrieve some lost relics buried under Uthgardt ancestral mounds scattered throughout the North. If the
story, hoping to take the adventure in interesting new directions. The adventure allows for a fair amount of wandering. If you begin to think the party has wandered too far away from the main plot, you
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
of the World, wherein they consult a divine oracle. The oracle requires that the adventurers retrieve some lost relics buried under Uthgardt ancestral mounds scattered throughout the North. If the
story, hoping to take the adventure in interesting new directions. The adventure allows for a fair amount of wandering. If you begin to think the party has wandered too far away from the main plot, you