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                        Returning 35 results for 'survival all contain'.
                    
                
                        
                            
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                                                     Backgrounds
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    , Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice of Elvish, Gnomish, Goblin, or Sylvan
Equipment: A musical instrument (one of your choice), a set of
                                                
                                            
                                                
                                                     with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM’s discretion. Such conversations are always conducted in a language you can
                                                
                                            
                                        
                                                    Tortle
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    The Tortle Package
                                                    
                                                
                                            
                                                     wilderness in which to hunt, catch fish, and get by. With each passing year, a tortle hones its survival skills. It forms friendships with its neighbors while also respecting their privacy. At some
                                                
                                            
                                                
                                                     put to use when building forts to contain their offspring.
Although they spend a considerable portion of their lives in isolation, tortles are social creatures that like to form meaningful
                                                
                                            
                                        
                                                    Yuan-ti Pureblood
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     of purebloods and slaves are thrown at opposing forces in the hope of allowing the malisons and abominations time to escape.
Survival First
Yuan-ti are likely to retreat or flee from conflict if
                                                
                                            
                                                
                                                     you’re roleplaying a yuan-ti, the following tables contain possible inspiration. They suggest characteristics that a yuan-ti might possess.
Yuan-ti Personality Traits
d8
Personality
                                                
                                            
                                        
                                                    Kobold
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other
                                                
                                            
                                                
                                                     where the townsfolk would try to hunt down all kobolds and put the tribe’s survival at risk.
Some aggressive individual kobolds and tribes do exist, but in general kobolds don’t purposely
                                                
                                            
                                        
                                                    Orc
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     for survival in the material world, but to keep Maglubiyet at bay in the conflict on the planes. Her children will remain in her care, and if need be she wouldn’t hesitate to take to the field
                                                
                                            
                                                
                                                     return from a raid.
The gaze of the One Eye brings madness to many an orc.
— Elminster
Roleplaying an Orc
When you’re roleplaying an orc, the following tables contain possible
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     wall above the arch are the following words in Draconic: “Only a dragon can unlock this gate.”
 Fountains. Alcoves to the west and east contain stone fountains, each carved to look like a perched
                                                
                                            
                                                
                                                     their survival. A fountain’s 4-foot-tall dragon sculpture can be broken off with a successful DC 20 Strength (Athletics) check and used to activate the arch gate in this room. Each sculpture is a Small
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    The Expedition Begins The sections that follow contain information that will help you run this part of the adventure smoothly. For each day that the party travels through the wilderness, follow these
                                                
                                            
                                                
                                                     slow pace (see “Travel Distances” below). Let the players choose a navigator, then make a Wisdom (Survival) check on the navigator’s behalf to determine if the party becomes lost (see “Navigation
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    Undead Undead are spreading through the jungles of Chult like a plague. The Emerald Enclave, the Order of the Gauntlet, and the Flaming Fist are all taking steps to contain this menace, but their
                                                
                                            
                                                
                                                     evil remnant of a dead explorer has become a specter that attacks the party. The explorer’s body can be found with a successful DC 13 Wisdom (Survival) check. If the characters locate the body, see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                    , the Typhoon Palace. Tortles are intelligent, turtle-like humanoids that have a knack for wilderness survival. The race first appeared in early editions of the D&D game, nowhere more prominently than
                                                
                                            
                                                
                                                     specific circumstance, as described in the text.
 The Monster Manual, Volo’s Guide to Monsters, and Tomb of Annihilation contain stat blocks for most of the creatures found herein, and a handful of new
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Roleplaying an Orc When you’re roleplaying an orc, the following tables contain possible inspiration. They suggest characteristics that an orc might possess. The gaze of the One Eye brings madness to
                                                
                                            
                                                
                                                     commit great deeds in battle. 4 To avenge Gruumsh, I will kill every elf I see. 5 I will seek and destroy those who murdered my tribe. 6 I owe my survival to a non-orc.  Orc Flaws  d6 Flaw   1 I have a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     translating the letters from Dwarvish) recognize the inscriptions as warnings and threats against potential trespassers. A successful DC 10 Intelligence (Investigation) or Wisdom (Survival) check
                                                
                                            
                                                
                                                     assume that the characters have a suitable light source and are able to see their surroundings.
 Ventilation. All keyed areas contain an adequate air supply. The air is renewed from countless cracks
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     day, your heart swells with a mixture of fear and joy at the prospect of one day venturing back to the Plane of Faerie—your home away from home. Skill Proficiencies: Deception, Survival Tool
                                                
                                            
                                                
                                                     for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Places of Interest Most of Vermeillon’s buildings contain nothing but decaying furniture and whatever belongings were left behind when the inhabitants fled, but a few locations hold treasure or hints
                                                
                                            
                                                
                                                     (Survival) or Intelligence (Investigation) check reveals the following information: DC 15 Wisdom (Survival): The growth around the wheels and the decay of the horse’s carcass suggests that the cart has lain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     +5, Wis +5
 Skills Athletics +7, Perception +5, Survival +5
 Condition Immunities charmed, frightened
 Senses darkvision 120 ft., passive Perception 15
 Languages understands all languages but
                                                
                                            
                                                
                                                    ) 
 
  WIS
  15 (+2) 
 
  CHA
  16 (+3)
Saving Throws Dex +5, Wis +6, Cha +7
 Skills Perception +6, Survival +6
 Condition Immunities charmed, exhaustion, frightened
 Senses darkvision 120
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     search the storm clouds in which the Last Breath is attempting to hide. The spelljammer of the Second Wind must make a DC 15 Wisdom (Survival) check, with advantage if one or more characters are
                                                
                                            
                                                
                                                     described below are assumed to contain nothing of interest.  Space Galleon Deck PlansView Unlabeled Version Forecastle Six vampirates (see Boo’s Astral Menagerie) are here, waiting to repel boarders. They
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     the route used by the orcs in Great Ulfe’s tribe to come and go from their lair. If someone checks the path for tracks, a successful DC 10 Wisdom (Survival) check reveals that four booted humanoids
                                                
                                            
                                                
                                                     woods block the view upslope, making it difficult to ascertain the origin of the smoke (a natural chimney). Have the party’s guide make a DC 10 Wisdom (Survival) check when the group first enters the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     found throughout the maze typically contain talons, though some also include Soul Coins. A character who succeeds on a DC 15 Wisdom (Insight) check notices a flicker of hunger appear in Kaylan’s eyes
                                                
                                            
                                                
                                                     (Survival) check to discern the best pathway. On a successful check, the leader correctly navigates to a treasure chamber; roll randomly or choose an option from the Treasure Chambers table to determine
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     illithid’s quarters might contain musical instruments and thralls with melodious voices; another might have cages of specimens that teem with a variety of diseases the mind flayers are studying. Library
                                                
                                            
                                                
                                                     destroyed in an attack, these tadpoles stand a better chance of survival. Transformation Chamber The transformation chamber contains a number of small cells. The subjects of promising experiments are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    )
 
  INT
 12 (+1)
 
  WIS
 20 (+5)
 
  CHA
 12 (+1)
Saving Throws Wis +8, Cha +4
 Skills Arcana +4, Medicine +8, Nature +4, Survival +8
 Senses passive Perception 15
 Languages Aquan
                                                
                                            
                                                
                                                     contain other treasures protected by magical wards, at your discretion. Development If the characters convince Krull to lead them to Arkhan, the tortle guides them safely to the Monument to Tiamat (see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     successful DC 13 Wisdom (Survival) or Intelligence (Investigation) check. Following the tracks allows the party to discover the door automatically. Otherwise, spotting the door requires a successful DC
                                                
                                            
                                                
                                                     possible. Treasure. The chests are unlocked and contain personal effects. A thorough search turns up the following items: 100 sp, a dagger in a bone scabbard, a wooden mallet, a crude reed flute, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    . If they failed to find the tracks earlier, they can pick up the trail here with a successful DC 10 Intelligence (Investigation) or Wisdom (Survival) check. The secret door can be discovered by someone
                                                
                                            
                                                
                                                     on a DC 12 Dexterity check using thieves’ tools. A locker can also be pried open by a character who uses a crowbar and makes a successful DC 12 Strength check. The lockers contain personal effects
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     from the others with a wall of force spell. It then uses its Mind Blast to stun its prey as a prelude to extracting its brain.
 If N’ghathrod is reduced to 55 hit points or fewer, its survival
                                                
                                            
                                                
                                                     (25 gp each), a black coral necklace (250 gp), and a mummified elven hand wearing two gem-studded gold rings (250 gp each). Crates 1 through 3 contain poisoned rations. A character who inspects these
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     gp) is a Netherese art object. H34. City Debris This cave might contain a psychic haunting (see “Psychic Hauntings”). Large pieces of stone jut from the twenty-foot-high ceiling of this empty cavern
                                                
                                            
                                                
                                                     pear trees was enchanted by Netherese arcanists to endure high altitude and harsh weather. That magic has enabled the trees to thrive even in these icy caverns. Essential to the grove’s survival is a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     support significant weight. A successful DC 10 Intelligence (Investigation) or Wisdom (Survival) check enables a character to detect recent tracks that lead from the door to the window, and back again
                                                
                                            
                                                
                                                     holes in the roof allow dim light to enter this large room that extends the length of the house. Two large sacks lie heaped in the northwest corner.
 The sacks contain old clothing and rags. A group of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     walls of this small cavern. The floor is covered with rock dust and tracks.
 Any character who examines the tracks and succeeds on a DC 13 Wisdom (Survival) check identifies reptilian footprints mingled
                                                
                                            
                                                
                                                    . M6. Bucket Lift A wooden pulley system has been constructed around a large hole in the floor. A bucket big enough to hold a humanoid is held up by thick rope. Three alcoves next to the lift contain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                    ). The character deduces the wagon was ambushed by bandits.
 DC 13 Wisdom (Survival). The character discovers a striking bootprint left by Pral. The heel is mongrammed with the letter P.
 DC 13 Wisdom
                                                
                                            
                                                
                                                     of the following ability checks. Consider these examples:
 DC 12 Wisdom (Survival). The character follows the narrow game trail used by the elk.
 DC 12 Intelligence (Nature). The character knows how
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    , most Pheres herds contain a caller and a tromper. Pheres callers are typically druids or rangers who can draw animal assistance to their herd. Callers often have one or more animal allies at their
                                                
                                            
                                                
                                                     your choice: Animal Handling, Medicine, Nature, or Survival. Languages. You can speak, read, and write Common and Sylvan. (Wisnu Tan)
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     this room, which contains wooden crates and barrels that the fire giants brought with them to Ironslag. The crates contain food, and the barrels contain water, rock salt, and ale. Resting against the
                                                
                                            
                                                
                                                     clanging of metal and see ripples of heat throughout this brightly lit area. Those who linger here are susceptible to the effects of extreme heat (see the “Wilderness Survival” section in chapter 5 of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     with a successful DC 10 Wisdom (Survival) check. To reach area 17 from this cave, a Medium or larger character must crouch down and then wade or crawl through the stream. Torches and lanterns are
                                                
                                            
                                                
                                                     target prone, then snaps at it with its powerful jaws to gulp it down. Treasure. The two chests contain a total of 2,200 sp. One holds a potion of climbing, and the other a potion of water breathing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     cautions the characters not to tell Angajuk what’s in the casks, since the truth might upset the whale. Her plan is to tell Angajuk that the casks contain fish oil, not whale oil. Provisions for Macreadus
                                                
                                            
                                                
                                                     merchants who earn a living selling yeti hides and meat are offering up to 100 gp for every dead yeti brought back to Ten-Towns. A hunter named Mylbor Tafferac (neutral evil human gladiator with Survival +7
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     investors and confuse would-be plunderers. Only the doors themselves matter, for the true vaults lie beyond the portals they contain. Accessible only by account owners, authorized bank personnel, or
                                                
                                            
                                                
                                                     steady flow of magic across the cosmos and concentrate or divert it when necessary to ensure the survival of worlds. In times of great planar unrest, the members of the Planar Energy Cooperative can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     they fight until being captured or killed. Any element of surprise the gnolls might gain by attacking the characters during a blizzard is lost because the creatures can’t contain their excitement
                                                
                                            
                                                
                                                     the rest of the herd flees. Ten-Towners and Reghed nomads oppose the mass slaughter of beast herds, since healthy herds are critical to the survival of other species. If the characters are of a mind to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     succeeds on a DC 17 Strength check can open either sarcophagus—though Ishvern strongly objects. The corpse within each sarcophagus is immaculately preserved, but the burial places contain nothing of value
                                                
                                            
                                                
                                                     your travels through the Northern Wastes. This charm grants you advantage on Wisdom (Survival) checks made to notice the Wash’s waters filling chasms.
 Additionally, while traveling, you and up to 5
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     deals with night hags, rakshasas, incubi, succubi, and other Fiends. Contracts signed on his layer contain special provisions that allow Dispater to collect a cut of the deal. Dispater is one of
                                                
                                            
                                                
                                                     said to have the wickedest heart in the Nine Hells. The alliance of Belial and Fierna is unbreakable, for both are aware that their mutual survival hinges on it. Stygia The fifth layer of the Nine Hells
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     the Six have used this door recently. A character who succeeds on a DC 10 Intelligence (Investigation) or Wisdom (Survival or Perception) check can spot the door or note scuff marks and tracks leading
                                                
                                            
                                                
                                                     succeeds on a DC 10 Dexterity (Sleight of Hand) check can safely retrieve the three alchemist’s fire flasks, disarming the trap. The crates and casks contain building supplies (nails, mortar, glue
                                                
                                            
                                        





