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Returning 35 results for 'sort gain colleges'.
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Magic Items
Dungeon Master’s Guide
This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits.
Poison Resistance. You have Resistance to Poison damage.
Spider
of any sort and can move through webs as if they were Difficult Terrain.
Web. You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can’t be used again until the next dawn.
Spells
Player’s Handbook
no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead.
When you cast the spell, you gain a number of Temporary
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Baphomet use mazes and complex knots as their emblems. They create secret places to indulge themselves, including labyrinths of the sort their master favors. Bloodstained crowns and weapons of iron and
1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.
Cultists of Baphomet
Baphomet grants his cultists special abilities. All his devotees gain the Labyrinthine Recall trait
Baphomet
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
effects.
Magic Weapons. Baphomet’s weapon attacks are magical.
Reckless. At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls
places to indulge themselves, including labyrinths of the sort their master favors. Bloodstained crowns and weapons of iron and brass decorate their profane altars.
Over time, Baphomet’s
Talisman of Pure Good
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.
If you are a good cleric or paladin, you can use the talisman as a
holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.
The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it
Talisman of Ultimate Evil
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.
If you are an evil cleric or paladin, you can use the talisman as a holy
symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.
The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the
Monsters
Mordenkainen's Fiendish Folio Volume 1
suffers no effect.
Stunted Legs. The screaming devilkin has disadvantage on attack rolls and all attack rolls made against it gain advantage while the devilkin isn't flying.Barbed Tail. Melee weapon
in wanton destruction and torment. These creatures serve as horrid mascots of a sort, capering about their new master and following orders to torment those who displease their leader with glee.
Bugbear
Legacy
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Species
Volo's Guide to Monsters
wandering children unless they clearly have something to gain by doing so. From the viewpoint of the rest of the world, their aggression and savagery are thankfully offset by their rarity and lethargy
other creatures, using no other sort of ceremony to show obeisance — with one exception.
In an act of worship that also sometimes attracts favorable attention from their gods, bugbears sever the
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
human society, so they gain influence by controlling enemy rulers — and those close to them — through blackmail, drugs, magic, and the subterfuge of disguised purebloods.
From Calimshan and
that the yuan-ti have prepared a special ambush at the end of the pursuit.
Capture, Not Kill
The objective of the yuan-ti as a race is to conquer and enslave others; they don’t espouse the sort
feats
choose to join the order. However, those outside the order usually keep their abilities hidden, as such powers are often seen as a curse. You gain the following benefits:
You can speak, read, and write
can cause these flames to either grow by 5 feet in a single direction, provided there is fuel of some sort present in the new location, or you can extinguish the flames present in this space.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Special Rights A politically powerful person can reward characters by giving them special rights, which might be articulated in some sort of official document or proclamation. For example, characters
free room and board from the grateful citizens of a community or gain the sworn service of local soldiers to assist them as needed. Special rights last only as long as the legal document dictates, and such rights can be revoked if the adventurers abuse them.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cloak of Arachnida Wondrous Item, Very Rare (Requires Attunement) This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits
your hands free. Spider Walk. You can’t be caught in webs of any sort and can move through webs as if they were Difficult Terrain. Web. You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Transferring Colleges The loose association of minstrels and masters that was your bard college helps to define your knowledge and skills. Still, no matter what your original collegiate connections
ability to mess with others’ minds is a skill that needs to be used cautiously and wisely. Otherwise, you’ll never gain the much-needed trust that’s part and parcel of being an effective business leader.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Cloak of Arachnida Wondrous Item, Very Rare (Requires Attunement) This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits
your hands free. Spider Walk. You can’t be caught in webs of any sort and can move through webs as if they were Difficult Terrain. Web. You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Cloak of Arachnida Wondrous item, very rare (requires attunement) This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: You
free. You can’t be caught in webs of any sort and can move through webs as if they were difficult terrain. You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
The Nine Hells Creatures influenced by the Nine Hells gain devilish features, such as horns, a forked tail, or the faint odor of sulfur or smoke. A creature influenced by the Nine Hells also gains
spots. Other times they’ll turn you into the sort of ugly little worm fiends love to snack on. If you’re planning to visit one of the Outer Planes, best to keep your stay short–if you ever want to leave at all.”
–Morte
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Cloak of Arachnida Wondrous item, very rare (requires attunement) This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: You
free. You can’t be caught in webs of any sort and can move through webs as if they were difficult terrain. You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can’t be used again until the next dawn.
Orc
Legacy
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Species
Volo's Guide to Monsters
subsist on this sort of prey and booty for quite some time.
War Wagons
Orcs pillage and scavenge wherever they go — everything is loot, and loot is always something to be proud of. In order to
laden wagon or after heroically defending it from thieves gain great respect and advance higher in the tribe’s pecking order.
All Are Fighters
Most of the orcs that stay behind when the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bard Subclass A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve
state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority. Level 3: Bonus Proficiencies You gain proficiency with three skills of your choice. Level 3
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
three large gems of any sort are placed within the hands, the stony digits will close and crush them to powder, dump the remains on the floor, and return to their normal positions. If this process is
repeated until ten gems (or more) are crushed, a magic mouth spell is triggered and speaks the following words: “Your sacrifice was not in vain. Look to the fourth to find your gain.” As these words
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption
, unravel lies, and poke fun at self-important figures of authority. Bonus Proficiencies When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. Cutting Words
Backgrounds
Sword Coast Adventurer's Guide
about Mulhorand is alien to someone from the Sword Coast. You likely experienced the same sort of culture shock when you left your desert home and traveled to the unfamiliar climes of northern Faerû
speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption
, unravel lies, and poke fun at self-important figures of authority. Bonus Proficiencies When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. Cutting Words
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn
holding or carrying the talisman. If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn
holding or carrying the talisman. If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead. When you cast the spell, you gain a number of Temporary Hit Points equal to the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead. When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn
holding or carrying the talisman. If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn
holding or carrying the talisman. If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Code of Kaius and the rationing remains in place; the people of Karrnath willingly endure ongoing hardship to ensure that their future is secure. The populace frowns on excess of any sort, accepts limits
nation’s warlords believe that Karrnath would have won the Last War and that Kaius denied the Karrnathi people their rightful destiny. Should these warlords gain sufficient support, they could push for a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
entrance should have it cleared and shored up by day’s end. We’ll sort out who’s on the rescue team then. But for now…”
As Uzoma speaks, Kirina and Simbon both step up, interrupting her to announce
walk through the city. He’s personable and speaks plainly, saying Kirina only seeks to make himself a hero to gain favor with the wealthy Aurum Guild. It’s clear Simbon is frustrated, but characters
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
theories make the rounds, but most make no sense. If the characters sort through the gossip look for those who spoke with the Mirabarrans, they unearth the following leads: Neshor Fleurdin, proprietor of
drover drinking at the Watchful Knight, tells this tale to anyone who listens. If the characters ask about warriors on flying monsters or giant vultures, they gain an additional rumor: Halrud Ponden
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
else. Thus, why would a character who has the opportunity to acquire one or the other want to gain a tool proficiency instead of proficiency in a skill? To make tool proficiencies more attractive
effect of a different sort of successful check. For example, a character proficient with mason’s tools makes a successful Wisdom (Perception) check to find a secret door in a stone wall. Not only does
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
role played by artificers in the campaign and the sort of organizations you might have ties to. ARTIFICERS IN OTHER WORLDS
Eberron is the world most associated with artificers, yet the class can be
another class if you are already an artificer. Proficiencies Gained. If artificer isn’t your initial class, here are the proficiencies you gain when you take your first level as an artificer: light
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Wilderness Encounters table to determine what the party meets. When an encounter occurs, the adventurers gain XP if they defeat the monsters. Each creature’s stat block has the XP value for one
monster of that sort. Multiply that value by the number of creatures encountered, then divide the total equally among the characters. Wilderness Encounters Day
Roll Night Roll Result 1–2 1–3 Stirges






