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Returning 35 results for 'spark sense adventure'.
Other Suggestions:
spark serve adventurers
speak sense adventure
spark senses adventurers
Classes
Player’s Handbook
communities. They charge headlong into danger so those under their protection don’t have to. Their courage in the face of danger makes Barbarians perfectly suited for adventure.
Becoming a
Defense, Weapon Mastery
2
+2
2
2
+2
Danger Sense, Reckless Attack
2
+2
2
3
+2
Barbarian Subclass, Primal Knowledge
3
+2
2
4
+2
Ability Score Improvement
3
+2
3
5
+3
Monsters
Fizban's Treasury of Dragons
dragon’s might. They serve as enforcers of their masters’ will; they often accompany dragon speakers—and are quick to defend them if they sense any ill intent. Dragon chosen are
foolhardy adventure. Other followers seek to uncover the mysteries of draconic nature and live a life worthy of their dragon’s reward, and they dream of a world where dragons can live among them as their rulers.
Magic Items
Princes of the Apocalypse
seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion — nothing seems to mark it. Ironfang contains a spark of Ogrémoch, the Prince of Evil Earth.
You gain a +2
Ironfang:
You can speak Terran fluently.
You have resistance to acid damage.
You have tremorsense out to a range of 60 feet.
You can sense the presence of precious metals and stones within 60 feet of
Monsters
Mythic Odysseys of Theros
Turn Resistance. The Returned has advantage on saving throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its
effectively another sapient being’s face. Convincing a merchant to buy a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself.
Returned Nature. The
Monsters
Mythic Odysseys of Theros
.
Turn Resistance. The Returned has advantage on saving throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its
. Convincing a merchant to buy a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself.
Returned Nature. The Returned are undead. They need water
Monsters
Mythic Odysseys of Theros
throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the
. Convincing a merchant to buy a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself.
Returned Nature. The Returned are undead. They need water
Monsters
Acquisitions Incorporated
. When the young dragonborn left his clan and family to adventure in foreign climes, he realized that doing so provided the perfect opportunity to reinvent himself for folk who had no idea what he was
come to realize that reinforcing Donaar's self-congratulating sense of draconic entitlement makes it remarkably easy to win his favor.
Despite his easily massaged vanity, the dragonborn sometimes shows
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Mordenkainen Presents: Monsters of the Multiverse
Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease
violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that rely on sight.
Web Sense. While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web.
Web Walker. The choldrith ignores movement
chitines, she watched as her followers used arcane magic and demonic powers and invoked her aid for the divine spark needed to ensure the subjects’ survival, expecting to see these new abominations
Monsters
Fizban's Treasury of Dragons
. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers suggestions for stories
and adventures involving crystal dragons.
Crystal Dragon Adventure Hooks
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Adventure Hook"}
Adventure Hook
1
A towering
Monsters
Mythic Odysseys of Theros
throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the
a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself.
Returned Nature. The Returned are undead. They need water and air but not food or sleep
Species
Spelljammer: Adventures in Space
it, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their
own, which giff have learned to channel through their weapons. Most giff have no idea where this so-called astral spark comes from, but they feel its presence most strongly when they are in Wildspace
Species
Spelljammer: Adventures in Space
Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light. That light manifests
a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description of the race in question.
Height and Weight
Player
Backgrounds
Baldur’s Gate: Descent into Avernus
; literally or otherwise — as they adventure. This persona might be dramatic or subtle. In a way, though, many characters have such larger than life personalities. Therefore, this background largely
comes to us all eventually.
2
I never make eye contact or hold it unflinchingly.
3
I have no sense of humor. Laughing is uncomfortable and embarrassing.
4
I overexert myself
Backgrounds
Sword Coast Adventurer's Guide
, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you — by force, if need be.
Skill
trouble, I’m always ready to lend help.
3
When I set my mind to something, I follow through no matter what gets in my way.
4
I have a strong sense of fair play and always try to find
Backgrounds
Sword Coast Adventurer's Guide
strong code of honor or sense of propriety that others don’t comprehend.
4
I express affection or contempt in ways that are unfamiliar to others.
5
I begin or end my day with small
along my way. (Good)
2
Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)
3
Adventure. I’m far from home, and everything is strange
Monsters
Infernal Machine Rebuild
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
with controlling a construct for all time as punishment.
If this adventure is played as a sequel to Lost Laboratory of Kwalish, this creature began as the Brain in a jar;brains in jars encountered in the
races
of information and advice for nearby communities. Adventure tales abound in which a protagonist receives counsel from an ogresh before setting off on their quest, even as others describe royal
youth that might last decades, they are driven by a deep-seated sense of wanderlust. This feeling compels them to travel in search of a suitable area to settle—one holding ample natural resources
races
Mordenkainen Presents: Monsters of the Multiverse
Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe minotaurs
adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description
Gnome
Legacy
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Learn More
Species
Basic Rules (2014)
quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake
know that most races don’t share their sense of humor, but they enjoy anyone’s company just as they enjoy everything else they set out to do.
Subrace
Choose one of the subraces below
races
Mordenkainen Presents: Monsters of the Multiverse
’t have a unified story of how they were created, but they all have a sense of being mystically connected to the natural world. Carrying their shelter on their backs gives tortles a special
the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
characters against one another, adventuring parties are scored as a group. These rules are optional. You don’t need to score your players to run this adventure. The scoring system included in this supplement is meant to spark joy, not contention.
Tournament Rules If you wish to emulate the competitive adventures of old, you can run this adventure as a tournament-style scenario by following the guidance in this section. Rather than pitting
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
characters against one another, adventuring parties are scored as a group. These rules are optional. You don’t need to score your players to run this adventure. The scoring system included in this supplement is meant to spark joy, not contention.
Tournament Rules If you wish to emulate the competitive adventures of old, you can run this adventure as a tournament-style scenario by following the guidance in this section. Rather than pitting
Sorcerer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening
motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Adventure Hooks You can bring the characters into this adventure in any way that makes sense for your campaign. Make use of any of the following suggestions, or use them as inspiration.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Adventure Hooks You can bring the characters into this adventure in any way that makes sense for your campaign. Make use of any of the following suggestions, or use them as inspiration.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Expedition Options This adventure is designed to provide plenty of options for you as the DM, and to help give the players a strong sense of agency and choice.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Expedition Options This adventure is designed to provide plenty of options for you as the DM, and to help give the players a strong sense of agency and choice.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Mézières, and the film Jupiter Ascending by the Wachowski sisters. In this adventure, brave heroes must defeat otherworldly foes to save their planet. Absurd plot twists undercut the sense of urgency
Adventure Inspiration Light of Xaryxis is inspired by science-fiction pulp adventures such as Flash Gordon, John Carter of Mars, the comic Valérian et Laureline by Pierre Christin and Jean-Claude
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
key locations missing. Just finding the Haunted Keeps should feel like an accomplishment. The players (and maybe the characters as well) can gain a sense of accomplishment if they have a more-or-less complete map of the region by the time the adventure draws to a close.
into Eberron. As you do, consider ways you can use the specifics of the Eberron setting to heighten certain adventure motifs. Eberron is a place of mystery, and there’s already plenty of that in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
key locations missing. Just finding the Haunted Keeps should feel like an accomplishment. The players (and maybe the characters as well) can gain a sense of accomplishment if they have a more-or-less complete map of the region by the time the adventure draws to a close.
into Eberron. As you do, consider ways you can use the specifics of the Eberron setting to heighten certain adventure motifs. Eberron is a place of mystery, and there’s already plenty of that in
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Mézières, and the film Jupiter Ascending by the Wachowski sisters. In this adventure, brave heroes must defeat otherworldly foes to save their planet. Absurd plot twists undercut the sense of urgency
Adventure Inspiration Light of Xaryxis is inspired by science-fiction pulp adventures such as Flash Gordon, John Carter of Mars, the comic Valérian et Laureline by Pierre Christin and Jean-Claude
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Beginning An adventure starts with a hook to get the players interested. A good adventure hook piques the interest of the players and provides a compelling reason for their characters to become
involved in the adventure. Maybe the adventurers stumble onto something they’re not meant to see, monsters attack them on the road, an assassin makes an attempt on their lives, or a dragon shows up at the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Beginning An adventure starts with a hook to get the players interested. A good adventure hook piques the interest of the players and provides a compelling reason for their characters to become
involved in the adventure. Maybe the adventurers stumble onto something they’re not meant to see, monsters attack them on the road, an assassin makes an attempt on their lives, or a dragon shows up at the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
have a sense that they need to act quickly to deal with the situation presented by the adventure. This creates tension between the need to rest and the sense that things are getting worse while the
that structure in an adventure where the players control their characters’ actions, but you can use the encounters you plan to build tension toward a climax. Each encounter in an adventure is an