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Returning 5 results for 'provoke above and his cure'.
Other Suggestions:
prove about and his core
promote about and his core
prove above and his cure
prove about and his curse
promote above and his core
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
combat, and he values his bodyguards too much to risk their lives in a pointless battle. Unless the characters provoke a fight, he tries to find out more about them and learn any secrets they might
disease for which there is no known cure. Ras Nsi has made a pact with a powerful lich named Acererak, who conquered Omu long ago and built a tomb beneath the city. The tomb’s entrance is marked with
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
combat, and he values his bodyguards too much to risk their lives in a pointless battle. Unless the characters provoke a fight, he tries to find out more about them and learn any secrets they might
disease for which there is no known cure. Ras Nsi has made a pact with a powerful lich named Acererak, who conquered Omu long ago and built a tomb beneath the city. The tomb’s entrance is marked with
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Cure Wounds. This charm allows you to cast the cure wounds spell (3rd-level version) as an action, no components required. Your spellcasting ability for this charm is Wisdom. Once used, this charm
as far as the dryad’s grove (area H36) before taking refuge in this cave. The nothics use their Weird Insight to glean secrets from the characters. They are reluctant to provoke a well-armed group of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Cure Wounds. This charm allows you to cast the cure wounds spell (3rd-level version) as an action, no components required. Your spellcasting ability for this charm is Wisdom. Once used, this charm
as far as the dryad’s grove (area H36) before taking refuge in this cave. The nothics use their Weird Insight to glean secrets from the characters. They are reluctant to provoke a well-armed group of
Magic Items
Infernal Machine Rebuild
(your choice).
The cure wounds spell restores no hit points for you.
13
You have an innate sense of direction. You automatically succeed on ability checks made to avoid becoming lost.
Whenever
hostile toward you as long as you do not attack, threaten, or provoke them.
Whenever you meet a creature of a particular type other than humanoid (as chosen by the DM), there is a 1 percent cumulative