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Returning 22 results for 'speak of intend both'.
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spell of intent both
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speak of instead boat
speak of instead body
classes
Basic Rules (2014)
warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus
play in your patron’s plans? Do you know other servants of your patron?
How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron’s
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Common, and has an Intelligence score of 10; he otherwise uses the zombie stat block. Bard’s Quest Frody didn’t intend to frighten away the cabin’s proper owners, but his appearance can’t be helped
, and he has nowhere else to go. Toadhop’s inhabitants are too frightened to speak to him, so Frody has been waiting for braver souls to arrive so he can explain his plight to them. Given the chance, he
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
one lacks freedom and the comfort of friendship. When strongheart halflings settle into a place, they intend to stay. It’s not unusual for a dynasty of stronghearts to live in the same place for a
halfling traits in the Player’s Handbook, plus the subrace traits below.
Ability Score Increase. Your Wisdom score increases by 1.
Silent Speech. You can speak telepathically to any creature within 30
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
intend to impersonate, studying them and probing their minds for secrets. A doppelganger can read a creature’s surface thoughts, allowing it to glean that creature’s name, desires, and fears, along with a
how to behave and speak authentically. Hedonistic Swindlers. Doppelgangers work alone or in small groups, with group roles shifting from con to con. While one doppelganger takes the place of a murdered
Magic Items
The Book of Many Things
cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no effect.
As soon as you draw a card, its magic
the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed.
Book. You gain the ability to speak, read, and write 1d6 + 2
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
choose the entries that speak to you or randomly pull cards from The Deck of Many Things card set. One of the most important steps of a warrior’s journey is discovering the reason why you fight. Glory
inheritance if you can make a name for yourself as a hero. Donjon You’re stranded far from home and intend to fight your way back. Euryale A year of solitude gave you clarity and led you down the
Compendium
- Sources->Dungeons & Dragons->Forgotten Realms: Adventures in Faerûn
druid who becomes their mentor (and who you intend the campaign villain to murder by the time the characters reach level 5). By doing this, even humble adventures feel connected to a greater whole
is impossible: Venger might appear to the characters as an illusion, or speak with the characters at a diplomatic event where everyone has sworn oaths of nonviolence and given up their weapons and magic items.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. The Wide was too noisy and hectic for their liking. They arrived at Candlekeep five days ago and intend to stay for five more. Valor With broad shoulders and a permanent scowl on her face, Valor is an
people who want to speak with her. A successful DC 15 Charisma (Persuasion) check, or polite and persistent questioning, convinces her to talk to the characters, if only to get them to leave her
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
members intend to keep the group from dissolving, they immediately attempt to recruit a replacement. This process involves each prospective member committing cruel acts with the aim of impressing the
, inflict wounds 2nd level (3 slots): gentle repose, ray of enfeeblement 3rd level (3 slots): animate dead, revivify, speak with dead 4th level (3 slots): blight, death ward 5th level (2 slots): contagion
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
startled and attack. Should the characters try to communicate, the otyughs speak in Otyugh and insist to know what the characters are doing. If characters reveal they’re trying to escape, or if
Lot are indifferent to the characters, but not to Fellik. They share the following details: They followed Fellik to Curst, hoping to track down Valder. They intend to capture Fellik and force him to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
demands to speak with the characters in private, with his nervous duergar handlers having no choice but to acquiesce. When they escort the characters into the dragon’s lair, Themberchaud is resting on a
dragon had with them, but what the characters choose to tell him (and whether they intend to follow up on the dragon’s orders) is up to them. The power of the Keepers of the Flame derives in equal
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
guards still challenge them to ask who they are and where they’re going (in fractured pidgin Common if none of the characters speak Bullywug). They just don’t assume that every stranger is an enemy and
retribution from the bullywugs, but he has spoken to a few fellow tribesfolk he trusts. Their response was interested but noncommittal; they intend to take revenge on the bullywugs, but not until the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
to ask who they are and where they’re going (in fractured pidgin Common if none of the characters speak Bullywug). They just don’t assume that every stranger is an enemy and attack on sight. Lizardfolk
bullywugs, but he has spoken to a few fellow tribesfolk he trusts. Their response was interested but noncommittal; they intend to take revenge on the bullywugs, but not until the omens are right. Meanwhile
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no
gain the ability to speak, read, and write 1d6 + 2 languages of your choice. Bridge. You gain the ability to cast the Time Stop spell 1d3 times. Use your Intelligence, Wisdom, or Charisma as the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
four spell scrolls: gust of wind, speak with animals, speak with plants, and control water. These were created by Tallos the druid, who misplaced them here and forgot about them. 10. Distillery
to search for other survivors, the undead intend to drag their load of corpses back to the Pit of Hatred as a sacrifice to its foul essence. The thirteen corpses are mostly humans and half-elves
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
characters wake the tree, they can convince it to part with some of its wood with a successful DC 15 Charisma (Persuasion) check, but only if it believes they intend to perform nefarious magic with it
instructions written in Draconic: “Ask and we shall find.” To use the orb, one must place one’s hands on it and speak the name of an object or a person. If the target exists on the same plane of existence as
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
each creature can gain only once every 24 hours. Demitasse, the only animated object on the cart that can speak, is impeccably polite and treats guests with respect. As tea is served, it compliments
the characters on their appearance, their manners, or whatever else it thinks might make them happy. Characters who speak to Demitasse about Zybilna learn the following information: Zybilna is a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
from one of the big tents and find Aerix inside. The boy is in a terrible state of shock and refuses to speak, although a calm emotions spell or similar magic enables him to describe the massacre to
fortress in human form, using their darkvision spells to see in the dark. The druids’ names are Faash, Gildreban, and Siovakis. The druids have returned to the island because they intend to read The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
with scenes of farms and woodlands. This room served as a mess hall long ago, and many fine feasts were held here. The Black Earth cultists intend to repair the hall and replace the imagery with their
forefingers, or if they speak the pass phrase “I serve the Black Earth,” the golem allows them to continue. Otherwise, it attacks. West Tunnel. The passage to the west leads to area E5 in the Temple of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
imp is perched on the southeast fountain. If the characters look as though they intend to cause trouble, the imp observes them quietly until they enter the bathhouse, then flies to Vanthampur Villa in
speak with animals spell or similar magic to communicate with the rat, it can share its knowledge of the dungeon with them. It warms to characters who offer it food. The rat’s knowledge is limited to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
attacks his rescuers, his mind all but transformed to that of a troll over the ages of his burial. He had a name, but he has forgotten it, although he has not forgotten how to speak Elvish and Draconic
she knows that the characters have slain other kobolds. Characters who antagonize her while talking earn the leader’s ire and a savage attack. Yusdrayl can speak to the following questions: Why are
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
statues, beyond which is a 5-foot-wide, 7-foot-high, mile-long tunnel that the drow intend to use as their escape route. The secret door is between the two groups — 20 feet from the drow party and 40 feet
events, whereas others have not occurred — at least, not yet. The ghosts speak mostly nonsense, but some of what they say might offer clues to past or future happenings. Dominating the skyline is the