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Returning 35 results for 'shaping of resort draw verbal'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, mirror imageFae Counterspell. The high fae interrupts a creature it can see that is casting a spell with verbal, somatic, or material components. The caster takes 10 (3d6);{"diceNotation":"3d6
among the fae, magically negotiating themselves advantages in battle.
Like many high fae, these mages draw power from the latent energy found throughout the wilds of Eldraine. However, high fae mages
Spells
Xanathar's Guide to Everything
verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise
fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Creating a Domain Chris Seaman Domains of Dread might be any size or shape and can draw inspiration from any horror genre Once you’ve developed a terrifying Darklord, start shaping that Darklord’s
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
lake that measures about a half-mile across. At the north end of the lake, fire has almost entirely consumed a wood-and-stone structure.
Arcadian Springs was a resort that sought to profit off the
healthful properties of the area’s waters and natural beauty. The guests, proprietors, and staff have long since fled the resort. Source of the Flames If the characters linger here, looking for people
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics. On each of your turns, you can try to issue a verbal command to the devil (no action required by
you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Church of the Silver Flame
The Silver Flame
The Silver Flame is force of light holding foul demons at bay. Those who seek to defend the innocent from evil may draw on the power of the Flame
. Battle supernatural evil with steel, fire, and magic. Every mortal soul can be guided to the light. Inspire and guide others to virtuous behavior; force is a last resort. Listen to the Voice of the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, shape-shift, and control the elements. Then join the Circle of the Land to draw on the magic of the environment. Fighter. Master all weapons and armor. Then embody the Champion to strive for peak combat
, shaping the power to your will. Then channel Draconic Sorcery to breathe the magic of dragons. Warlock. Cast spells derived from occult knowledge. Then form a pact with the Fiend Patron to call on
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Sardior,
ruby-red jewel they made in their likeness;
Sardior, first-born of dragonkind,
labored alongside Bahamut and Tiamat,
Shaping the dragons they crafted:
dragons metallic and dragons
chromatic.
Breathe, dragons—draw in the life-gift
breathed into you at the dawn of creation.
Breathe, dragons; sing of the outsiders,
war-bringer gods with their mortal adherents;
Teeming, they
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
engaging in much verbal communication, each kobold knows what has to be done to succeed. Kobolds’ ability to work together is remarkable, especially compared to the behavior of other small humanoids
attract enemies and draw the foes into greater danger, which can be especially effective if the invaders have made camp, are injured, or are otherwise compromised (such as having to move by climbing
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
other locations that have many places to explore. Therefore, not every location needs a map.
When the players arrive at a location marked on a map, you can either rely on a verbal description to
give them a clear mental picture of the location, or you can draw what they see on a separate piece of graph paper, copying what’s on your map while omitting details as appropriate.
Scale and Grid. A
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
elements. Then join the Circle of the...
Land to draw on the magic of the environment.
Moon to adopt powerful animal forms.
Sea to channel tides and storms.
Stars to gain powers in a starry form
your being, shaping the power to your will. Then channel...
Aberrant Sorcery to use strange psionic magic.
Clockwork Sorcery to harness cosmic forces of order.
Draconic Sorcery to breathe the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
foes.
Druid. Channel nature magic to heal, shape-shift, and control the elements. Then join the Circle of the...
Land to draw on the magic of the environment.
Moon to adopt powerful animal
to master infiltration and treasure hunting.
Sorcerer. Wield magic innate to your being, shaping the power to your will. Then channel...
Aberrant Sorcery to use strange psionic magic.
Clockwork
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the few who understand the role of mortal belief in shaping the younger gods—a concept even most gods don’t fully comprehend. Kruphix is the only being who has the ability to seal the borders between
the Underworld, and he doesn’t know what her emergence portends. She is the only other god whose existence predates mortal belief, and though he is unlikely to draw her ire by manipulating destiny, he doesn’t know how her return will affect the pantheon.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
otherwise interfere with the spellcasting. When a monster casts a spell, check the components it’s using and describe its activity appropriately. If the spell has Verbal components, the monster might chant
, boldly proclaim, or hiss the mystic syllables of the spell. Somatic components involve the monster moving its hands (or similar appendages) in graceful patterns, shaping them into angular positions
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Church of the Silver Flame The Silver Flame is force of light that holds fiends at bay. Those who seek to defend the innocent from evil can draw on the power of the Flame. Every mortal soul can find
the light. Inspire and guide others to virtuous behavior; force is a last resort. Listen to the Voice of the Flame; beware the deceiving whispers of the Shadow in the Flame. Every Thrane child knows
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
crime. A random killing might be just as mysterious, but it lacks that emotional connection. Also look for a connection between the victim and one or more of the adventurers. One surefire way to draw
to the identity of the villain. Some clues are verbal, including the statements of the suspects and witnesses that help the adventurers develop a picture of what happened. Other clues are physical
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Regardless of a couatl’s task, it prefers to remain hidden, revealing itself only as a last resort. Truth Tellers. A couatl can’t lie, but it can withhold information, answer questions vaguely, or
, requiring only verbal components:
At will: detect evil and good, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Campaign Setting Just like an adventure’s setting (as described in chapter 4), a campaign setting is an essential part of a campaign’s premise, shaping the kinds of stories that unfold there. As the
must find a means of escape. Ravnica* In a world-spanning city, ten disparate factions draw heroes into a web of adventure and danger. Spelljammer Travel among the stars on a spelljamming ship, and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Stealing that, in addition to its usual properties, allows the vampire to draw sustenance from a soul trapped within a Soul Coin. Feeding off a Soul Coin in this way irrevocably destroys both the coin
hesitate to resort to underhanded methods to achieve victory, citing her opponent’s inability to notice her cheating as a failure of intellect. Gaining Nyssa’s Favor. Nyssa admires those who are
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
elements the players aren’t meant to see — hence the need for secrecy.
When the characters arrive at a location marked on a map, you can either rely on a verbal description to give them a clear mental
picture of the location, or you can draw what they see on a piece of graph paper, copying what’s on your map while omitting details as appropriate. It’s not important that your hand-drawn map perfectly
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the truth to you: your psionic powers are not your own. You draw them from your parasitic twin! Psionic Spells 1st-level Aberrant Mind feature You learn additional spells when you reach certain
of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tunnels, the sound of clashing steel is unlikely to be noticed by the duergar in areas 18c and 18d. Magical explosions or other unusual sounds do draw their attention, though. 18c. A Miner Disturbance
ride it. The beast is smart enough to obey Stalagma’s verbal commands, and it’s strong enough to bear her weight while she’s in her enlarged duergar form. Stalagma attacks any non-duergar who aren’t
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
trigger the collapse of the bridge. Otherwise, the characters don’t draw the dragon’s attention unless they move all the way to the ledge directly south of area 53. The dilapidated bridge leads to
her head and part of her neck above the water (granting her three-quarters cover) and breathing acid. Then she submerges and waits for her breath weapon to recharge. Nightscale doesn’t resort to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
adopting a group of ogres, trolls, or other loutish creatures, ruling them through brute strength, verbal abuse, and superstition. Covens. An annis hag that is part of a coven (see the “Hag Covens” sidebar
in the Monster Manual) has a challenge rating of 8 (3,900 XP). IRON TOKEN
An annis hag can pull out one of her iron teeth or nails and spend 1 minute shaping and polishing it into the form of a coin
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
office. It contains all the names, crimes, and prisoner numbers of everyone ever incarcerated at Revel’s End. Bring me that list, and I’ll see to it that you get your key.” In response to a verbal threat
or drawing. The characters can retry if they fail, at the cost of more time and more risk of discovery. Last Resort. A gruesome but effective option is killing Prisoner 13 and taking her body back
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
office. It contains all the names, crimes, and prisoner numbers of everyone ever incarcerated at Revel’s End. Bring me that list, and I’ll see to it that you get your key.” In response to a verbal threat
or drawing. The characters can retry if they fail, at the cost of more time and more risk of discovery. Last Resort. A gruesome but effective option is killing Prisoner 13 and taking her body back
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
creates its lair in an area of natural caves, shaping the chambers with its disintegration ray. Most of the entryways and passages that it fashions to connect one chamber with another are too narrow to
sends its minions to attack or draw out defenders while it flies high overhead and uses its eye rays to subdue the village, targeting leaders and other formidable foes before significant resistance can
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
the skulls in his collection and draw on their shared knowledge. For a fee, Lothar can cast the speak with dead spell on any of his skulls, asking questions on the clients’ behalf. He also trades and
slab of adamantine. Although anyone is allowed into the bar, patrons and proprietor alike are skeptical of outsiders and willing to draw steel to keep their space safe. The tavern’s interior is subdued
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Effects for Single Cards A Deck of Many Things typically appears not as individual cards, but as a collection of cards characters can draw from. But this doesn’t have to be true; you can give each
companions. Roll initiative for the devil, which has its own turns. The DM has the creature’s stat block. On each of your turns, you can issue a verbal command to the devil (no action required by you), and as
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
frequently engage in deceptions and other complex games of wits against one another. John Stanko Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light
, magically negotiating themselves advantages in battle. Like many high fae, these mages draw power from the latent energy found throughout the wilds of Eldraine. However, high fae mages also form strong bonds
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
might be indifferent to your existence. But the secrets you’ve learned nevertheless allow you to draw strange magic from it.
Level 3: Awakened Mind You can form a telepathic connection between your
Psychic. In addition, when you cast a Warlock spell that is an Enchantment or Illusion, you can do so without Verbal or Somatic components. Level 6: Clairvoyant Combatant When you form a telepathic bond
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
) are diligently carving a tunnel from this grotto up into the mountain toward an enclosed cavern they can sense. For now, the tunnel leads only to a dead end. If the characters draw attention with light
cave moray from its burrow by grappling it. If removed from its burrow, a cave moray frantically tries to escape back to its hole. Loud sounds here, including the din of battle, draw the attention of the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
execution. Such punishments are rare, but when they do occur, they draw a large crowd. In any given week, there is a 2 percent chance of an execution, usually of some bandit or other non-native ne’er-do
life is his campaign medals — souvenirs that remind him of his former glories even if their discovery would reveal his past. He keeps a shield guardian in his home, a last, hidden resort to foil any
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
(described in chapter 2). Magical conduits might draw creatures from the Elemental Planes and disgorge them within powerful storms, deep chasms, tumultuous wildfires, or ocean maelstroms. Elemental forces
prey
8 1 marilith (attitude: 1d4 + 2) searching for a renowned giant smith to forge six new swords
9 1 cambion (attitude: 1d8) trading verbal jabs with 1 succubus (attitude: 1d12)
10
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
magical silence prevents casting spells with verbal components. Treasure. Porro and Cipolla wear gold chain belts worth 30 gp each. They each carry a key to their desk drawers (see areas T15 and area
can draw magic items from the sphere, as described in this adventure’s conclusion. Treasure. Shalfey wears a Medallion of Thoughts and a mithral chain belt worth 400 gp. While his old Books of Prophecy