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Returning 35 results for 'school of ready direct various'.
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school of ready direct vicious
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
fae kindguards are in direct service to Talion, the Kindly Lord. Nine times nine have these high fae sworn a binding oath to protect the Kindly Lord, each time pricking their hand on a hawthorn
of Eldraine. They draw power from motes of light found throughout the wilds, and they use their innate illusory magic to power and embellish their various weapons.
The high fae are ruled by Talion
Eladrin
Legacy
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Species
Mordenkainen’s Tome of Foes
be hungry today and have food for tomorrow.
3
Life is full of dangers, but you are ready for them.
4
A penny spent is a penny lost forever.
d4
Winter Flaw
1
fancy passes with equal speed.
4
Anything worth doing is worth doing again and again.
Summer
d4
Summer Personality Trait
1
You believe that direct confrontation is
Backgrounds
Sword Coast Adventurer's Guide
constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their community.
Skill Proficiencies: Athletics, InsightLanguages: Two of your
hell hound without flinching.
6
I enjoy being strong and like breaking things.
7
I have a crude sense of humor.
8
I face problems head-on. A simple, direct solution is the best path to
Backgrounds
Baldur’s Gate: Descent into Avernus
6
One whose beauty is greatly accented using makeup
7
An impersonation of another hero
8
The embodiment of a school of magic
9
A warrior with distinctive armor
10
A
their faceless selves.
d8
Personality Trait
1
I’m earnest and uncommonly direct.
2
I strive to have no personality — it’s easier to forget what’s hardly
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Arcane Traditions The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to
categories called schools, as described in chapter 10. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Arcane Traditions The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to
categories called schools, as described in chapter 10. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Encounters in Phandalin If the players aren’t sure what their characters should do, encourage them to begin at the Stonehill Inn. The NPCs can direct the characters toward various adventure opportunities and important rumors that can be found in other parts of the town.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
setting that includes a mountainous region has a ready-to-use location for the dwarven stronghold in The Forge of Fury.
Dragonlance. On Krynn, Khundrukar can be placed anywhere in the Kharolis
Mountains. An independent stronghold that has no direct tunnels connecting it to Thorbardin, it was overrun by attackers during the Age of Might. During the Age of Despair, it was seized by Highlord
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Adjudicating Reaction Timing Typical combatants rely on the opportunity attack and the Ready action for most of their reactions in a fight. Various spells and features give a creature more reaction
attack and the shield spell are clear about the fact that they can interrupt their triggers. If a reaction has no timing specified, or the timing is unclear, the reaction occurs after its trigger finishes, as in the Ready action.
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
remained ensconced in their hidden strongholds, biding their time until they were ready to strike again. Today, with their numbers greatly depleted and their enemies much stronger than in ages past, the
yuan-ti know they can’t resort to direct attacks in order to reclaim their rightful place in the world. Operating out of the subterranean ruins of their buildings in foreign lands, yuan-ti
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
talk of the school, what with your monster-dispatching ways. But can you recover the legendary Sassy Sally Jane? Many have tried. All have failed. Meet us outside Captain Dapplewing’s Manor at
are expecting them at midnight, so allow them to prepare for this outing any way they wish. Provide them with the following information, and then when they’re ready, go to the “Recover Sassy Sally Jane” section below.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
jacks and shadowboxing.
Exercise Equipment. Padded leather mats are strewn upon the floor amid kettlebells and stacks of iron plates of various weights. Against the far wall rests a padded workout bench
workout and stands ready to assist. The golems attack only if damage causes them to go berserk. If a character dons the boxing gloves, one golem moves to the middle of the room, raises its fists, and trades blows with anyone who tries to box with it. It takes no damage from an adversary’s gloved fists.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Open for Business? If the characters intend to fix up and reopen the tavern in Trollskull Alley, they can expect to deal with various guilds without whose support the business is likely to fail
Expenses” sidebar lists the costs that the characters must pay to get their place ready for business, as well as the recurring obligations they must meet while the tavern is open for business.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Faculty The faculty members of Strixhaven are mages and scholars—experts in their various fields and in the use of magic to enhance their studies. They are dedicated to their research and to
between the two. Instructors Strixhaven’s faculty begin their careers as instructors, focusing primarily on teaching classes and crafting curriculum, while the school administration evaluates their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Traits Aversion to Fire. If the creature takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn. Battle Ready. The creature has Advantage on Initiative
creature has a supernatural connection to another creature or an object and knows the most direct route to it, provided the two are within 1 mile of each other. Siege Monster. The creature deals double
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
spells, magical spellbooks, artifacts, and magic-infused tattoos—available for both player characters and monsters to use. Chapter 4 holds various rules that a DM may incorporate into a campaign, including
rules on sidekicks who level up with the player characters and on supernatural environments. The chapter ends with a collection of puzzles ready to be deployed in any adventure that the DM would like to spice up with some puzzling.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
saying, “Hey, DM, you better get this creature’s stat block ready. You’re going to need it.” If the stat block appears in appendix C of this adventure, the text tells you so; otherwise, you can find
the stat block in the Monster Manual. Spells and equipment mentioned in the adventure are described in the Player’s Handbook. Magic items are described in the Dungeon Master’s Guide, unless the adventure’s text direct you to an item’s description in appendix D.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
distances. Consult the Immortal Communication table to determine what mysterious method your patron uses to direct your party. Immortal Communication d10 Means of Contact 1 A party member speaks to
mortal agents summons you to meetings in various locations. 7 Certain animals speaks to you in your patron’s voice. 8 Your patron teleports you to their presence, expresses their will, then returns you
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
faerie steeds alongside pegasi and beasts of living stone. As a result of this mingling, fundamentally incompatible parts of the multiverse come into direct contact. They don’t always clash, but when they
City of Doors. Some sages track the existence and spread of humans back to Sigil itself, rather than to a deity or its creations. Various factions handle the day-to-day governance of Sigil, enforcement
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are many paths you can take. The more relics you deliver, the more paths you will have to choose from. Several evil giant lords stand ready to oppose you. You can ruin all of their plans by defeating
magical ability to know the shortest, most direct physical route to the lair of the chosen giant lord. This ability lasts until they reach their destination. If the characters have a conch of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
masquerade as a lost noble scion and earn patronage as a spellcasting student. Inevitably, the school the Stranger was attending discovered the ruse, but the Stranger always slipped away and reemerged at an
names to memory. The Stranger then set off across the multiverse, making deals with various Fiends in exchange for keeping their true names secret. The Stranger survived all these dealings unscathed
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Savage Frontier, in the northwest corner of the continent of Faerûn. Nonetheless, you can easily adapt the adventure to your home campaign by changing the names of various locations and factions. We
adventure, and describes its major challenges. Once you’ve reviewed this material and are ready to run the adventure, proceed with chapter 1, “A Great Upheaval,” if the characters are starting at 1st level, or chapter 2, “Rumblings,” if they are starting at 5th level.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Dreaming Dark in the War The chaos that reigned during the Last War enabled the agents of the Dreaming Dark to move and act with absolute freedom throughout Khorvaire. Any direct conflict among
dungeon with no armor or at school with no clothes. Narratively, these dreams can provide a moment of comic relief or heighten the players own concern about what’s happening in the game.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Underdark are rarely direct, and the characters must follow available passages and their various twists and turns, climbs and descents. Creatures that can burrow through solid rock (such as purple worms
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Hank Downloadable PDF Spellcasting Spellcasting Ability: Wisdom
Spell DC: 12
Spell Attack Modifier: +4
Level 1 Ranger Spells (Slots: 3) Spell School Special* Cure Wounds Abjuration
ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Hank Downloadable PDF Spellcasting Spellcasting Ability: Wisdom
Spell DC: 12
Spell Attack Modifier: +4
Level 1 Ranger Spells (Slots: 3) Spell School Special* Cure Wounds Abjuration
ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
includes information on the various races, classes, backgrounds, equipment, and other customization options that you can choose from. Many of the rules in part 1 rely on material in parts 2 and 3
instructions for how to challenge the player characters with adversaries that are a good test of their abilities, plus dozens of ready-to-use monster descriptions. It also provides a sampling of magic items that
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
characters in your group might have different relationships with your patron, though; consider some or all of these roles for your characters: Agent. The Agent doesn’t receive direct communications
immortal’s grand plans, but is ready to make sure those with such roles play them. This is often a character with no magical ability or sometimes from a scholarly background, such as a sage or hermit
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
The Sealed Gate Once inside, the characters can explore Rigus. Any patrolling soldier can curtly direct the characters to the gate to Acheron. The path to the gate, which lies beneath Rigus’s hill
each, and their choice of equipment from the Rigus officer’s armory (detailed in the “Conclusion”). Once Kalar and the characters come to an arrangement, she can escort them to the gate to Acheron when they’re ready.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Reporting for Duty Once the characters are ready to begin work with Kalaman’s military, they can report to Castle Kalaman. If they look for Darrett among the other Vogler survivors, he’s nowhere to
be found, as he has already reported to the castle. When the characters arrive at Castle Kalaman, any guard can direct them to Marshal Vendri’s office on the second floor (see “Within the Castle” for
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
not always so. Various scholars speak of a primordial state, a single reality they call the First World, which preceded the multiverse as we know it. Many of the peoples and monsters that inhabit the
distortion—of the First World.
Transit between these worlds is rare but not impossible and can be accomplished in various ways. One such method is called the Great Journey, an epic voyage fraught with
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Bladesinging Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a
Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. Song of Defense Beginning at 10th level, you can direct your magic to absorb damage while your
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Inn. If the players aren’t sure what their characters should do, encourage them to begin at the Stonehill Inn. The NPCs there are “pointers” who can direct the characters toward the various adventure
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Adventure Stockpile Besides tracking each session of your campaign, keep a list of adventure ideas. Even if you don’t end up using every adventure idea, having a stockpile will keep you ready for
whatever your players throw at you, and you can even borrow pieces of various ideas to incorporate into future adventures. Not every adventure needs to build on earlier plots; a good stand-alone
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Starting the Adventure Once the players are ready to begin, read or paraphrase the following boxed text to them: An orange glow covers the top of Lyrandar Tower as the sun sinks in the sky. Above
, perhaps on an airship (likely paid for by Germaine whose Kundarak account is flush with Boromar gold) or a lightning rail. For characters who are Sharn natives, provide a brief description of various