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Returning 35 results for 'speaking start'.
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stealing start
seeking start
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Spells
Playerâs Handbook
but you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this
spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet.
At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must
Monsters
The Wild Beyond the Witchlight
carries his magic pocket watch.
Alignment. Chaotic good.
Personality Trait. âI carefully consider my words before speaking them aloud.â
Ideal. âCaution. Thoughtless decisions lead
unoccupied space he can see. Until the start of his next turn, he appears ghostly and gains resistance to all damage.
Magic Items
Baldurâs Gate: Descent into Avernus
of the shield must make a DC 18 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is immune to this power of the
touching the shield and speaking Gargauthâs name. When released, Gargauth appears in a random, unoccupied space as close to the shield as possible.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
below. Only one legendary action option can be used at a time and only at the end of another creatureâs turn. The ki-rin regains spent legendary actions at the start of its turn.
Move. The ki
reach, and only those mortals who have the tenacity to complete the daunting journey to a ki-rinâs lair can prove themselves worthy of speaking with its occupant. Many of those who do end up
Faithful Hound
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
from it.
The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you
cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
At the start of each of your turns, the hound attempts
Mordenkainen's Faithful Hound
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Playerâs Handbook (2014)
from it.
The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you
cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
At the start of each of your turns, the hound attempts
Backgrounds
Baldurâs Gate: Descent into Avernus
Coming to Baldurâs Gate might seem like a good idea for a spectrum of reasons. Profit, excitement, and cosmopolitan opportunities all present tempting prospects, but rarely does one start on
clockwork, shimmering cloth of gold, a trained speaking bird, or some other small wonderâand told you that it came from Baldurâs Gate. Youâve come to see the source of such wonders
Monsters
Mordenkainen's Fiendish Folio Volume 1
time and only at the end of another creatureâs turn. Ygorl regains spent legendary actions at the start of its turn.
Scythe. Ygorl makes one attack with its scythe.
Teleport. Ygorl uses its
.
Speaking to Ygorl is a taxing endeavor, as the lord of entropy channels its thoughts as a stream of consciousness that is both disturbing and difficult to follow. Mortal creatures that have attempted
feats
benefits.
Clear Senses. If you have the Charmed condition at the start of your turn, roll a d20. On a 10 or higher, you no longer have that condition.
Ear for Falsehood. When an NPC speaks to you, you
benefit a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Subtle Interrogation. You have advantage on Insight checks made against creatures that you are speaking with.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The
hound has Truesight with a range of 30 feet. At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage. On your later turns, you can take a Magic action to move the hound up to 30 feet.
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The
hound has Truesight with a range of 30 feet. At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
) check might notice another patron wearing a cloak pin shaped like a chimera, or spot a shield emblazoned with a chimera hanging on a wall that conceals a secret door. Only after speaking to the
cheese pastry, brandied ham and carrots, corn and lentil soup, dragonfire mead, grilled fish and carrots, rabbit stew, and seared boar and potatoes). She might even recommend that the characters âstart with the ale and cheese pastry, and continue on from there.â
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
is invisible to all creatures except you and canât be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell
, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. At the start of each of your turns, the hound attempts to bite one
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
start of the play, each player draws a slip of paper from the container, as Stagefright hisses a line to that playerâs character from the wings. The rules of the play are as follows: The players must ad
enacted. Tally one failure each time a character loiters in the wings or remains on stage for too long without speaking. Tally one failure if too much time goes by without a handout line being spoken
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
adventure you are currently running. If you prefer to start the adventurers at 3rd level and dive into the Elemental Evil plot immediately, begin with the âRumors of Evilâ clues. If you wish to start
found drinking in the Helm at Highsun (area 3) most evenings. Speaking with the NPCs involved in these rumors provides the characters with several leads to adventure opportunities in Red Larch. These
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Outlander Coming to Baldurâs Gate might seem like a good idea for a spectrum of reasons. Profit, excitement, and cosmopolitan opportunities all present tempting prospects, but rarely does one start
, a trained speaking bird, or some other small wonder â and told you that it came from Baldurâs Gate. Youâve come to see the source of such wonders, and perhaps learn to create them.
Compendium
- Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
Outlander Coming to Baldurâs Gate might seem like a good idea for a spectrum of reasons. Profit, excitement, and cosmopolitan opportunities all present tempting prospects, but rarely does one start
tales of its many wonders. 6 A peddler once brought something astonishing to your homeland â a Gondan clockwork, shimmering cloth of gold, a trained speaking bird, or some other small wonder â and told
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
distinctive speech patterns from real life, the movies, or television is a good place to start. Practice different voices and impersonations of famous people, then use those voices to bring your NPCs to
air with one hand while speaking in a deadpan monotone, while an archmage might express her displeasure by silently rolling her eyes and massaging her temples with her fingers. Engaging the Players
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
that you control.) Any creature hostile to you that starts its turn within 20 feet of the shield must make a DC 18 Wisdom saving throw. On a failed save, the creature is frightened until the start of
pit fiend by touching the shield and speaking Gargauthâs name. When released, Gargauth appears in a random, unoccupied space as close to the shield as possible.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
spirit of Argynvost isnât at rest and isnât happy that the order has been reduced to such a state. If the characters petition the revenants for aid, Sir Godfrey (speaking in a scratchy voice) relates
all the information presented at the start of the chapter concerning Argynvost and the rise and fall of the Order of the Silver Dragon. Neither he nor the other revenants can help the characters in any
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
attendees (use the commoner stat block to represent these NPCs). All the snails and their riders begin at the start line; fireworks signal the start of the race, after which the riders race their snails
itself. Without riders, the snails are an even match, but a jockey can try to improve a snailâs performance by patting its shell or speaking words of encouragement at it. Initiative rolls are
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Aspect of Bahamut Objectively speaking, of all the dragons, Bahamut has made the best decisions. He is also the most handsome. And his hoard is gigantic-est.
-Fizban
Known as the Platinum Dragon
. Only one legendary action option can be used at a time and only at the end of another creatureâs turn. The aspect regains spent legendary actions at the start of his turn.
Attack. The aspect makes
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, offering information in exchange for its freedom. The character with whom the sibriex is speaking telepathically can detect the insincerity of the sibriexâs offer with a successful DC 17 Wisdom (Insight
at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
, whether through speaking, sign language, writing, telepathy, or any other means. The victim gains 3 levels of exhaustion that canât be removed while the curse endures. When the victim finishes a long rest
. When the victim takes damage, they take an extra 1d10 necrotic damage. This effect canât happen again until the start of the victimâs next turn. The victim gains a Dark Gift (see chapter 1
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
anytime after they defeat the elementals (see the following section). Meeting Dalamar Dalamar approaches the characters soon after they defeat the elementals or Kalamanâs troops start disembarking
. Dalamar is curious about the adventurersâ motives and whether they align with his. Speaking with him reveals the following information: Dalamar is part of a contingent of Silvanesti elves. The ship is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
across the world. Your adventuring party most likely falls into that last category, at least at the start of your career. A large staff of editorsâmostly but not exclusively comprised of Zil gnomesâworks
main office and the field offices, as well as between reporters and their editors. The house bills the Chronicle directly for communications using speaking stones or sending spells directed to the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Darrett cooperate with any plans the characters have, as long as they clearly help prepare for escape and donât risk any villagersâ lives. However, the mayor doesnât want to start the evacuation until
of the crowd by speaking in support or explaining evacuation plans. Otherwise, it takes the mayor over an hour to placate the community and get evacuation preparations underway. At your discretion
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
restrained, canât stand up, and takes 11 (2d10) bludgeoning damage at the start of each of its turns until it crawls out from under the door or another creature pulls it free, either of which requires an
the same language. Roleplay the aboleth using the information in area 65. The aboleth is accustomed to speaking only with Withers and refers to the wight by his original name of Gorra. If the
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
chapter 4, NPCs speaking to the characters might assume the trouble in the mine is related to these toughs and their bullying.
Levels 5â10. You might use the adventure âHorns of the Beastâ from chapter
4 to introduce an agent of Iuz to the characters. After their return from that expedition, they start having unpleasant encounters with the City Watch in Greyhawk. Eventually, they discover that
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
inspiration. Roleplaying. Using inspiration to reward roleplaying is a good place to start for most groups. Reward a player with inspiration when that player causes his or her character to do something that
not to favor one style over another. For example, Allison might be comfortable speaking in an accent and adopting her characterâs mannerisms, but Paul feels self-conscious when trying to act and
Magic Items
Infernal Machine Rebuild
becomes intensely acidic to you. If you are submerged in water, you take 1d6 acid damage at the start of each of your turns, and drinking pure water causes you to be poisoned for 1 hour.
19
A
weapon attack on each of your turns takes 1d4 fire damage at the start of its next turn.
You are blinded while in bright light, and your shadow takes on a monstrous appearance.
63
No creature can
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
within 30 feet of one or more screaming devilkins and can hear it must make a DC 10 Wisdom saving throw. On a failure the creature is incapacitated until the start of its next turn. On a success, the
creation and destruction.
Speaking to Ygorl is a taxing endeavor, as the lord of entropy channels its thoughts as a stream of consciousness that is both disturbing and difficult to follow. Mortal
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
piles of dusty scrolls, Lorehold studentsâfirst as apprentices and then as pledgemagesâstudy the magic of the past, searching for arcane artifacts and speaking with long-dead adventurers to uncover
minute, but the restrained targetâs speed is halved instead of being reduced to 0. At the start of each of its turns, the restrained target takes 4 (1d8) force damage. A restrained target can repeat the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the next dawn. Fates. As a bonus action, you can brandish this card at one willing creature you can see within 30 feet of yourself, granting the creature a brief glimpse of the future. Until the start
throw this card to an unoccupied space on the ground within 60 feet of yourself while speaking a command word, whereupon the card magically transforms into a deck defender (see chapter 9 for its stat
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
themselves worthy of speaking with its occupant. Many who seek a ki-rinâs guidance end up pledging service to the creature. They study as monks under its tutelage and serve as its agents in the world. The
actions at the start of its turn.
Detect. The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check.
Smite. The ki-rin makes a hoof attack or casts sacred flame.
Move. The ki-rin






