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Returning 35 results for 'spend spring'.
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Eladrin
Legacy
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Species
Mordenkainen’s Tome of Foes
, when the vibrant energy of the world slumbers.
Spring is the season of cheerfulness and celebration, marked by merriment as winter’s sorrow passes.
Summer is the season of boldness and aggression
eladrin of spring, and fury might cause an eladrin to change to summer.
The following tables offer personality suggestions for eladrin of each season. You can roll on the tables or use them as
Species
Acquisitions Incorporated
other verdan who have traveled to different parts of the world, they drop everything to spend as long as possible sharing stories and observations from their respective travels. However, their
bred by empathy that helps them eventually sort out those who are sincere from those who are not.
Verdan Names
The oldest verdan names spring from goblinoid traditions, but more recent names reflect
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
vibrant energy of the world slumbers. Spring is the season of cheerfulness and celebration, marked by merriment as winter’s sorrow passes. Summer is the season of boldness and aggression, a time of
, an eladrin might shift to autumn if filled with contentment, another eladrin could change to winter if plunged into sorrow, still another might be bursting with joy and become an eladrin of spring
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. As a bonus action, you can heal one creature
you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
within it, and leads back to the underground spring that is the stream’s source. The tunnel to the south is higher, leaving an ample air space along which the brisk wind is channeled. Characters can
smudge; and the passage to area 26, starting about 20 feet south of the secret door in area 3. Manipulating Time Having a mechanical guide spend 1 or more charges in this area creates a 10 percent
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Characters might stumble across him as they explore his chambers. 2a. Water Pump In the center of this room is a rusted iron hand pump and a deep stone basin. This pump draws water from a spring
a note in Common that reads, “Retirement fund. Don’t spend this on ale, Kalabash!” Treasure. The desk has twenty old books on it. Each book is blank and can be sold for 10 gp.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Grinda lifts the lid of the chest. Chest. Grinda’s chest contains a heavy iron key that locks and unlocks the Garloth family mausoleum in the City of the Dead (see “Mistshore: Spring” below). D3
Deepwater Harbor for treasure and give her half of whatever they find. To meet the mage’s demands, the characters must spend a day searching the harbor. At the end of the day, the pilot makes an
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. Spring. When you use your Fey Step, you can touch one willing
don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
they spend on the island. If they fail, they gain one level of exhaustion. The DC for this check equals 10 + the number of hours spent on the island. 3 Each day at dawn, the island conjures 2d10 magma
Wisdom saving throw or be blinded for 8 hours. 5 Creatures must succeed on a DC 10 Constitution saving throw at the end of each hour they spend on the island. If they fail, they gain a 1-inch scar in a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Bazaar Chase As the two masked thieves soar away on the carpet, the characters can give chase. Give the characters a moment to spring into action and swiftly come up with their own ways to fly after
the die or the participant affected by the complication can spend inspiration to negate the complication. Unless otherwise noted, the events on the Bazaar Complications table affect a single creature
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
sun-loving people and prefer to be outside—even sleeping outdoors—whenever weather permits. Numerous beasts migrate across Oreskos during the spring and fall. During this time, hunters from nearly
during the harshest winters, many will spend years on the open plains. Many druids, monks, rangers, and sorcerers hail from Sun Guide prides. Swiftclaws Among the greatest hunters of Oreskos, the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by
failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
marriages and funerals. Temples are places where worshipers go either to spend personal or family time in a space consecrated to a deity or to seek the aid of the priests for some reason. Small
that a traveling priest of Eldath has come into town, the faithful seek her out at the holy spring dedicated to the goddess at the edge of town. A family or business might maintain a shrine or a chapel
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dungeon, images of dark cells with iron bars and shackles spring to mind. In the D&D game, the word “dungeon” takes on a broader meaning to include any enclosed, monster-infested location. Most dungeons
dwell. It is a place filled with lightless caverns connected by tunnels that wind ever downward. One could spend a lifetime (however brief!) exploring the Underdark and find such places as the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
crammed into this area, filled with old written records and outdated research. If the characters spend a few minutes searching here, they can easily find a box labeled “Manor Archive.” This details
adult-sized riding toy resembling a roc on a spring, a fine dress with wings made of bones, and a display shelf holding dozens of dolls are among the curiosities here.
Dangerous in a way the faculty
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
in order to keep it from depleting the breathable air in the lair. Kobold crafters spend their time in this area, using the kiln to bake mud bricks and harden pottery. The room is also used for other
or spikes through a sapling and bend it to create a spring-arm, line pits or pools with sharp stones, rig platforms to collapse under anything more than a kobold’s weight, and so on. Kobold traps might
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
checks or the one she likes best (a purely subjective choice on her part). T5. Bath and Hot Spring A floor of polished white marble surrounds a large central pool of steaming turquoise water in this
in the air.
This bathhouse is built around a natural hot spring. The pool is 10 feet deep, and its magically infused waters grant several benefits. Water removed from the pool loses its magic in 10
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
location, and those that spend any significant time near the Glowing Chasm mutate further, becoming more twisted and misshapen than before. Crimson Water. Before the Mourning, a spring in the eastern
spring is marked by the Crimson Water, a stagnant lake of blood-colored liquid. The shores of the Crimson Water are littered with the remains of animals and travelers that have strayed into the
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
keep his hunting spot a secret. If they agree, he gives the characters 5 GP and encourages them to spend it at his inn when next they visit the keep.
Social Interaction. Player characters meet
the bandits are Hostile to the characters.
If the characters don’t relinquish their gold or talk their way out of the situation, Pral gives the signal for the bandits to spring out (see the “Fighting
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
time when the boundaries between the planes thinned, the hags became aware of the magic spring controlled by Sylvarie—and decided to control and corrupt it for their own purposes. The covetous hags
coven’s lair in the tower beyond the bathhouse, disguised as statues of other kinds. Roleplaying the Hags The hags use Sylvarie’s tower as their personal lair, but they spend their days in the bathhouse
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
march. The soldiers spend each evening sharing stories around the campfire—including one harrowing tale about a vampire named Drelnza who once terrorized the neighboring nation of Perrenland. The
from a main road toward a narrow canyon. The canyon widens into a small, secluded vale with meadows dotted with spring-fed ponds and stands of trees. The valley is home to a reclusive community of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
belongings are thoroughly searched in the gatehouse to make sure they contain nothing that could damage crops, such as rodents and vermin. Guests who want to spend the night are directed to
the afternoon to meet with the abbot and submit a daily report. Strog has a pleasant, easygoing demeanor, and the abbot likes him despite his obvious shortcomings. G10. Freshwater Spring Northwest of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
stole some of the collection years ago and tried to leave the city under false pretenses, only to see a squall spring up as soon as their ship left the harbor. A huge wave shaped like a hand swept the
planning. Sundown brings an end to the festivities, and most folk spend much of the night cleaning and reordering things for the following day. Many visitors decline to participate, but doing so often
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
spire’s foundation. This opening leads to area D1. Abandoned Gear. Characters who spend 10 minutes investigating the tents find enough dried meat to sustain one person for ten days, twelve dirty shovels
earnest prayer to Sirrion causes flames to spring to life within the altar’s candle sconces and a thick, red liquid to fill its basin. This liquid is a potion of fire breath. After creating this potion
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
niche on the east wall holds a humble coffin.
If a creature touches the coffin, the lid flips open, and a cheery wooden jester on a spring pops up and does a little jig. The prop then hangs lifelessly
party can spend 10 minutes clearing the rubble to gain access to the east side of the hall. Twisting Tunnel. Beyond the rubble is a narrow tunnel just large enough for a Medium creature to squeeze
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
water to spring from the shower head. The water, which is produced magically, disappears through drains in the floor. C9: Sythian’s Bathroom (Locked) Sythian showers here every morning before
) stolen from Froderic Dartwild’s grave. C16: Attic Gray sheets cover old furniture in this dusty attic.
Characters who spend at least 1 minute searching the attic find two life-sized wooden
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
: Ilanlue and Sabatrin Freth (the third and fifth of Erelal’s seven daughters), Iymn Vrindolin, and Mircolar Do’ett. They spend their idle hours sharpening and poisoning their weapons, eating, sparring, or
drink. The smaller room east of the kitchen is a well-stocked pantry. 19h. Bath An iron tub stands in this area, with an iron pump nearby. The pump draws water from an underground hot spring beneath the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
invention of Nebelun’s starts with a wild idea, nothing goes entirely according to plan, and her greatest exploits often spring from mistakes. Who else would stroll in and steal Semuanya’s tail as the
when they experience jealousy, greed, petulance, or envy. Individuals are more likely to fall prey to these feelings when they don’t spend enough time in activities with others, and so tales of Urdlen serve as a somber reminder of the importance of participating in society.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
beasts of burden. Shovels, pitchforks, hoes, wooden buckets, yokes, and plows hang from the walls. Shelves hold sacks of seeds waiting to be planted the following spring. During the day, a yakfolk
-Kaya and his two wives, Imberu and Nahala (two yakfolk priests). These three spend their day arguing, eating, and smoking pipes. Their outward friendliness masks their cruelty. Kartha-Kaya is a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
of dark wooden doors.
Arrow Trap. Spring-loaded arrows are hidden in the pockmarked walls. A creature that enters the trapped area marked on map 7.3 for the first time on a turn or ends its turn
(Investigation) check. On a successful check, the character notices a spring-loaded compartment beneath the box’s lid. A character can use thieves’ tools to try to dismantle this compartment and disable
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
natural rampart along the west and south sides of the settlement, protecting it against flooding when the Surbrin River swells in the spring. At the northeast end of Mornbryn’s Shield is a small stone keep
Zhentarim founded Newport. They are long dead, and over the years the settlement has become less of a Black Network stronghold and more of a way station open to anyone in need of a safe place to spend the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
with a successful DC 10 Wisdom (Perception) check. If the wire is tripped, a spring-loaded greataxe disguised to look like part of the southern statue snaps across the hallway and makes an attack against
present. Unless they have reason not to be, four hobgoblins are sleeping, while the other two are sitting at the fire with their captain. Sleeping hobgoblins wake and spend their first turn standing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, freestanding mirrors, dress mannequins, and the like. These draped objects take on a sinister countenance in the gloom but are harmless. C25. Butterfly Garden In the spring, Ammalia Cassalanter’s
door. The servants rarely spend much time here, since the cellar is unlit and cold. Characters feel a strange sense of foreboding here. Secret Door. A faded holy symbol of Siamorphe, a silver chalice






