Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'ten tool'.
Backgrounds
Baldur’s Gate: Descent into Avernus
militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company.
Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: One type of
your responsibilities for a month.
Flaming Fist. If you serve in the Flaming Fist, once every ten days, you must report to the Seatower of Balduran for training, and you’re required to take a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Training Given enough free time and the services of an instructor, a character can learn a language or pick up proficiency with a tool. Resources. Receiving training in a language or tool typically
takes at least ten workweeks, but this time is reduced by a number of workweeks equal to the character’s Intelligence modifier (an Intelligence penalty doesn’t increase the time needed). Training costs
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Training Given enough free time and the services of an instructor, a character can learn a language or pick up proficiency with a tool. Resources. Receiving training in a language or tool typically
takes at least ten workweeks, but this time is reduced by a number of workweeks equal to the character’s Intelligence modifier (an Intelligence penalty doesn’t increase the time needed). Training costs
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Charlatan LUCA BANCONE Ability Scores: Dexterity, Constitution, Charisma
Feat: Skilled (see chapter 5)
Skill Proficiencies: Deception and Sleight of Hand
Tool Proficiency: Forgery Kit
Equipment: Choose A or B: (A) Forgery Kit, Costume, Fine Clothes, 15 GP; or (B) 50 GP
Once you were old enough to order an ale, you soon had a favorite stool in every tavern within ten miles of where you
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Charlatan LUCA BANCONE Ability Scores: Dexterity, Constitution, Charisma
Feat: Skilled (see chapter 5)
Skill Proficiencies: Deception and Sleight of Hand
Tool Proficiency: Forgery Kit
Equipment: Choose A or B: (A) Forgery Kit, Costume, Fine Clothes, 15 GP; or (B) 50 GP
Once you were old enough to order an ale, you soon had a favorite stool in every tavern within ten miles of where you
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, you’ll turn to the message stations of House Sivis. The basic tool is the speaking stone, which allows a dragonmarked operator to send a short message to any other speaking stone. Sending a message through
the stones costs 1 gp for every five words in the message and takes one minute for every ten miles between the station and the destination. The gnomes at the receiving station will transcribe the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, you’ll turn to the message stations of House Sivis. The basic tool is the speaking stone, which allows a dragonmarked operator to send a short message to any other speaking stone. Sending a message through
the stones costs 1 gp for every five words in the message and takes one minute for every ten miles between the station and the destination. The gnomes at the receiving station will transcribe the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
E2: Abacus Car Ten spherical modrons are lined up against the wall opposite a podium, behind which is a chalkboard covered with mathematical equations. Next to the podium stands a boxy modron wearing
. The self-proclaimed Math Wizard is a friendly duodrone. The Math Wizard speaks both Common and Modron. The ten monodrones speak Modron only and are indifferent toward passengers. Each one holds a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
E2: Abacus Car Ten spherical modrons are lined up against the wall opposite a podium, behind which is a chalkboard covered with mathematical equations. Next to the podium stands a boxy modron wearing
. The self-proclaimed Math Wizard is a friendly duodrone. The Math Wizard speaks both Common and Modron. The ten monodrones speak Modron only and are indifferent toward passengers. Each one holds a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
blast out of this cramped cell. The walls are scribed with relief carvings showing volcanoes setting cities ablaze. Rows of tiny holes are bored into the floor and the ten-foot-high ceiling. A human
pour into the cell through rows of tiny holes in the ten-foot-high ceiling.
The candle is a distraction and offers no way out of the cell. As long as it remains in this cell, the candle burns
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. These marvels sound implausible, but you make them sound like the real deal. Skill Proficiencies: Deception, Sleight of Hand Tool Proficiencies: Disguise kit, forgery kit Equipment: A set of fine
clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
blast out of this cramped cell. The walls are scribed with relief carvings showing volcanoes setting cities ablaze. Rows of tiny holes are bored into the floor and the ten-foot-high ceiling. A human
pour into the cell through rows of tiny holes in the ten-foot-high ceiling.
The candle is a distraction and offers no way out of the cell. As long as it remains in this cell, the candle burns
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Wilderness Survival The following rules come into play as the characters explore Ten-Towns and embark on adventures to the icy, windy, hellishly cold reaches of Icewind Dale. Avalanches The following
similar tool is needed to cut a fishing hole through the ice. At the end of each hour spent fishing on the lake, the character must make a DC 15 Wisdom (Survival) check. A failed check indicates no fish
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Secret of the Black Cabin The Black Cabin was built by a ranger of the Far North long before the founding of Ten-Towns. When he moved on, the lodge became a refuge for others seeking sanctuary from
sooty surface, operate a simple tool, or tap someone on the shoulder, but the force isn’t strong enough to cause harm to a creature. The spirit can see other spirits in the Border Ethereal (including the spirit of Macreadus) and speak to them. The spirit knows the languages it knew in life.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Secret of the Black Cabin The Black Cabin was built by a ranger of the Far North long before the founding of Ten-Towns. When he moved on, the lodge became a refuge for others seeking sanctuary from
sooty surface, operate a simple tool, or tap someone on the shoulder, but the force isn’t strong enough to cause harm to a creature. The spirit can see other spirits in the Border Ethereal (including the spirit of Macreadus) and speak to them. The spirit knows the languages it knew in life.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. These marvels sound implausible, but you make them sound like the real deal. Skill Proficiencies: Deception, Sleight of Hand Tool Proficiencies: Disguise kit, forgery kit Equipment: A set of fine
clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Wilderness Survival The following rules come into play as the characters explore Ten-Towns and embark on adventures to the icy, windy, hellishly cold reaches of Icewind Dale. Avalanches The following
similar tool is needed to cut a fishing hole through the ice. At the end of each hour spent fishing on the lake, the character must make a DC 15 Wisdom (Survival) check. A failed check indicates no fish
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the Captain’s Cabin. The door to area D8 is covered in a thick layer of ice, which the characters need to remove if they want to get inside. Using a miner’s pick or similar tool, a character can chip
equipment remains. The ropes and nets are salvageable, as are the contents of the barrels. Barrels. The characters must use a crowbar or similar tool to pry open a frozen barrel. The first barrel
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the Captain’s Cabin. The door to area D8 is covered in a thick layer of ice, which the characters need to remove if they want to get inside. Using a miner’s pick or similar tool, a character can chip
equipment remains. The ropes and nets are salvageable, as are the contents of the barrels. Barrels. The characters must use a crowbar or similar tool to pry open a frozen barrel. The first barrel
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Kiss A death kiss is a lesser beholder that might come into being when a beholder has a vivid nightmare about losing blood. Instead of magical eye rays, it has ten long tentacles, each ending in a
tentacle on another target. The death kiss has ten tentacles.
Blood Drain. One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Kiss A death kiss is a lesser beholder that might come into being when a beholder has a vivid nightmare about losing blood. Instead of magical eye rays, it has ten long tentacles, each ending in a
tentacle on another target. The death kiss has ten tentacles.
Blood Drain. One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
leads up ten feet to a higher cave area in the north. Water burbles down from that upper cave and collects in a large pool. Two small mushroom-like people are working amid the mushrooms near the pond
myconids. A single strong whack with a weapon, a crowbar, or another tool is sufficient to shatter it. When the crystal breaks, a two-foot-diameter sphere of smoldering obsidian falls to the floor
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
leads up ten feet to a higher cave area in the north. Water burbles down from that upper cave and collects in a large pool. Two small mushroom-like people are working amid the mushrooms near the pond
myconids. A single strong whack with a weapon, a crowbar, or another tool is sufficient to shatter it. When the crystal breaks, a two-foot-diameter sphere of smoldering obsidian falls to the floor
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
pinpoint of red light gleaming in its hollow eye socket. With its eyestalks rotted away, ten spectral eyes hover above the creature and glare in all directions. “A cluster of tiny lights descended from a
manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
pinpoint of red light gleaming in its hollow eye socket. With its eyestalks rotted away, ten spectral eyes hover above the creature and glare in all directions. “A cluster of tiny lights descended from a
manipulating a simple tool or opening a door or a container.
Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target
Magic Items
Infernal Machine Rebuild
dealt).
76
A tiny construct resembling a gynosphinx follows you around. It can truthfully answer up to ten yes-or-no questions regarding the campaign, at the DM’s discretion.
A tiny
at the end of each of your turns, ending the effect on a success.
99
As an action, you can replace one of your hands with any nonmagical weapon, tool, or piece of adventuring equipment of
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
character can cut through the sutures with a suitable tool and 1 minute of effort, after which the door can be opened normally. The mess hall contains a neh-thalggu (see Boo’s Astral Menagerie) that currently
nourish ten Medium creatures for five days, as well several barrels of pickled brains floating in brine (food for the mind flayers). Treasure. A search of the human corpses in the cargo hold turns up a
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
if not destroyed before then. S15: Teleportation Circle Inscribed on the floor of this otherwise empty room is a ten-foot-diameter circle that incorporates geometric symbols and arcane glyphs.
The
, or similar tool to remove the gold inlay from the geometric engravings. Only a few worthless bits of gold remain. A thorough search of the furnishings in the eastern room yields nothing of value and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
character can cut through the sutures with a suitable tool and 1 minute of effort, after which the door can be opened normally. The mess hall contains a neh-thalggu (see Boo’s Astral Menagerie) that currently
nourish ten Medium creatures for five days, as well several barrels of pickled brains floating in brine (food for the mind flayers). Treasure. A search of the human corpses in the cargo hold turns up a
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
if not destroyed before then. S15: Teleportation Circle Inscribed on the floor of this otherwise empty room is a ten-foot-diameter circle that incorporates geometric symbols and arcane glyphs.
The
, or similar tool to remove the gold inlay from the geometric engravings. Only a few worthless bits of gold remain. A thorough search of the furnishings in the eastern room yields nothing of value and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
of the stairs, read: The door at the bottom of the stairs opens atop a set of double stairs that descend, north and south, about ten feet into a cellar. At the west end of that room, a cistern full of
minute if a heavy bludgeoning tool or weapon is used. 2. Storage Stacks of crates and casks line the walls of this storeroom.
Trap. Agents of the Six braced three flasks of alchemist’s fire loosely
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
of the stairs, read: The door at the bottom of the stairs opens atop a set of double stairs that descend, north and south, about ten feet into a cellar. At the west end of that room, a cistern full of
minute if a heavy bludgeoning tool or weapon is used. 2. Storage Stacks of crates and casks line the walls of this storeroom.
Trap. Agents of the Six braced three flasks of alchemist’s fire loosely
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
far end of the area, the chamber narrows to ten feet again, with an ornate double door sealing it off.
Four different traps protect this room, with each of their areas of effect marked on the map
. Five web cocoons hang down from the larger mass, their bottoms dangling ten feet above the cavern floor. Two cocoons — one larger and one smaller — have a suspiciously humanoid shape.
Creature
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
far end of the area, the chamber narrows to ten feet again, with an ornate double door sealing it off.
Four different traps protect this room, with each of their areas of effect marked on the map
. Five web cocoons hang down from the larger mass, their bottoms dangling ten feet above the cavern floor. Two cocoons — one larger and one smaller — have a suspiciously humanoid shape.
Creature
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the best steel from the forge. When fire is controlled, it is the giants’ most powerful tool; when it rages unchecked, it can bring down forests and lay waste to cities.
Because of the destructive
accounting, brewing, and medicine, are allowed to continue plying their trades. Skilled slaves receive better treatment, at least in the sense that an owner uses less force with a delicate tool, but as