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Returning 35 results for 'this follows draw'.
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Magic Items
Lost Laboratory of Kwalish
bonus to AC. In addition, the armor’s animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able
to draw or stow only one.
This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The
classes
Xanathar's Guide to Everything
barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.
Barbarians who draw on their ancestral guardians can better fight to protect
classes
Xanathar's Guide to Everything
barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.
Barbarians who draw on their ancestral guardians can better fight to protect
Backgrounds
Guildmasters’ Guide to Ravnica
draw the blood of your enemies, or even directly touch their souls.
Suggested Characteristics
Members of the Orzhov Syndicate range from the decadent nobility at the top of the oligarchy to the debt
responsible for collecting debts from powerful people.
4
A vampire pontiff tried to use me as a pawn in past schemes.
5
A silent spirit follows me around.
6
A sibling has keys to parts
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
shuffle them. Then shuffle the remaining cards (the common deck), keeping the two decks separate. Draw the top three cards from the common deck and lay them face down in the 1, 2, and 3 positions
. Then draw the top two cards from the high deck and lay them face down in the 4 and 5 positions, as shown below: Once all five cards are drawn and placed face down, follow the instructions below for each
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
named hireling armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor’s animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow
two one-handed weapons when you would normally be able to draw or stow only one. This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of
feature’s effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Flurry of Blows Immediately after you take the Attack action on your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of
feature’s effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier Flurry of Blows Immediately after you take the Attack action on your
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
of Moloch, one of either agents’ couriers, and so forth. As she does in Lost Laboratory of Kwalish, she offers to let the characters draw from her deck of several things. Some of the deck’s cards
bestow effects more relevant to this adventure, as follows: Donjon. You are instantly teleported to and confined within either the Tomb of Horrors (in area 7) or the Temple of Moloch (in area 10) as the DM
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
A Bard’s Muse Naturally, every bard has a repertoire of songs and stories. Some bards are generalists who can draw from a wide range of topics for each performance, and who take pride in their
follows a muse generally does so to gain a deeper understanding of what that muse represents and how to best convey that understanding to others through performance. If your bard character has a muse, it
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Heroes of the Giants Barbarians who harness the might of giants are not the only adventurers who draw power from giants. A character of any class can explore ties to giants in the following ways
. Elements and Environments If your spells or class features draw on elemental forces or the magic of the land, you might use a connection to giants to tap into that power. A druid belonging to the Circle
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid. Barbarians who draw on their ancestral
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-high natural cave smells like brine and seaweed. It is home to a coven of three sea hags in league with Halaster Blackcloak. Each hag has a giant crab pet that follows her around and obeys her commands
. The cave’s other features are as follows: Noise. The sound of splashing geysers (see area 10d) echoes throughout.
Pools. The uneven floor has many shallow pits filled with dirty water. The hags use
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon wyrmling is being hunted by a fire giant’s pet hell hound.
3 An emerald dragon wyrmling follows a berserker to observe the berserker’s life. The berserker believes the dragon is a spirit
the dragon’s lair in search of emeralds.
2 An adult silver dragon tries to befriend and draw out a reclusive adult emerald dragon.
3 An adult emerald dragon unwillingly serves a fire
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
-seeking arrows will never find lack of use. Rangers like to work alone, but it is convenient when others are around to draw the arrows to themselves.
— Môrgæn
Control of the Market The notion of
that follows a regular route across the land.
5 A temple built to honor a dark god, long abandoned.
6 The final resting place of the ranger who trained you.
7 The shady market known
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Renown in Kalakeri Judgment follows everything the characters do in Kalakeri. Those who support either of the domain’s factions earn enemies and allies. Those who don’t support a faction draw
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
adventurers, as the characters soon discover. Approaching the Nest As the characters draw closer, they see a broad expanse of detritus and guano spread out below the nest. With a successful DC 10 Wisdom
after the ancient deep crow awakes, any character can draw close enough to the pile to investigate the destroyed works. These bear such titles as Twenty Ways to Gain Your Lover; Crazy Little Thing Called
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
as they draw near. This new rilmani halts and does a double-take, looking from you to the scroll and back again. The newcomer then approaches, holds up the parchment, and asks: “Excuse me. Is this you
terms. Ascetelis either joins or follows the characters. Rumors in Dendradis With Ascetelis as an escort, the characters can enter Dendradis and ask residents what they know about R04M. Inside
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
cavern, all of them aiming heavy crossbows at the party. The duergar are hostile, and the guard who spoke follows up on every answer the characters give. One character can take the lead in the
piers made from zurkhwood, stone, and plain rock jutting out along the edge of a huge cavern.
As the characters draw closer, they can see that the eastern docks are the least crowded. If Buppido is
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
creature chained to the hooded lantern is Golmo, an unarmed brigganock (see appendix C), accompanied by the ball of light that contains his soul. Endelyn forces Golmo to draw diagrams for various
modifications as noted below) and tries to repel intruders while the goblins cower behind backdrops. The animated props are as follows: A 4-foot-long, crooked stove pipe (AC 19) A wrought-iron gate (AC 19
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Quest for the Giant Relics The first time Harshnag or a party member asks the oracle to divulge the location of Hekaton’s conch or of any of the evil giant lords, the oracle replies as follows
locations of all nine spirit mounds. He can take an hour to draw a crude map that shows where the spirit mounds are located relative to key landmarks and terrain features. He doesn’t know what relics are
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Bathhouse Locations The following area descriptions are keyed to map 1.3. D1. Courtyard Describe this location to the players as follows: This L-shaped courtyard features a trimmed lawn and nicely
the players as follows: The walls of this twenty-foot-high pillared chamber are adorned with frescoes of bathing royalty. Natural light streams through stained-glass windows, creating colorful
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
breath weapon actions allowed? A monster follows the normal opportunity attack rules, which specify that an attack of opportunity is one melee attack. That means a monster must choose a single melee
, supernatural beings. Does the movement from a dragon’s Wing Attack legendary action draw attacks of opportunity if it moves out of reach? Yes. Wing Attack does not protect the dragon from opportunity
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a first encounter with the adventurers in order to come back and plague them again. What follows are some tactics to make sure that even the most resourceful characters can’t dispose of your villain
slaughter innocent captives the moment they draw their swords. Returning from Death. Of course, death is not a final fate for player characters, and it doesn’t need to be for villains either. After the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
arrival to one of the available goblin clerks.
Visitors are required to carry identification papers at all times in Azrok’s Hold. The goblins behind the desks interview visitors, draw crude pictures
visiting Skullport, claiming that it’s not safe for adventurers. It also tells them an Undermountain secret, hoping they’ll be lured away by the mystery. Draw a card from the Secrets Deck (see
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
moon deities and agricultural deities — gods whose portfolios reflect the cycles of nature. The cult’s ritual of initiation follows the pattern of its foundation myth. Neophytes retrace the god’s
substance.
Vestiges are deities who have lost nearly all their worshipers and are considered dead, from a mortal perspective. Esoteric rituals can sometimes contact these beings and draw on their latent
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
dictates that he cannot draw first blood. Thus, he tries to goad characters into wounding him first. S5. Shrine of Mind and Spirit An eight-foot-tall stone inscribed with runes stands in the middle of
. Control of the griffon can be given to the goliath’s player at this time.
Modify the griffon stat block as follows to account for the young griffon’s development:
At birth, the griffon is Tiny and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, the Serpent King. A brief account of that experience follows. Ancient and evil, the spirit naga Jarant rules the kingdom by virtue of his personal power and thanks to the aid of the Marlspire of Najara
forest is infested with a great many serpents of both normal and monstrous varieties. Sages who have studied the serpent-life of the forest claim that some force seems to draw ophidian creatures here and
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
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
imaginary foliage and speaking in hushed tones.
Descriptive Roleplaying. In descriptive roleplaying, you draw on your mental image of the character, saying what the character does and how they do
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk
might draw back raiders. She claims to be a playwright conducting research for her next script by interviewing adventurers.
Empathic Poet. Chickory’s soft voice and gentle presence draw people in and
. Nira is a private man who keeps to himself. Mason. A dark-skinned human man, Gister Noshim, is a master mason who recently arrived with his family from the east to help build the castle. He follows the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
tomb (area P12). Disturbance. Sounds of combat or other loud, alarming noises in this area draw the attention of Juliana and Orlando in area P6 as well as Argus and Hamish, a pair of former adventurers
worried families. Disturbance. Sounds of combat or other loud, alarming noises draw the attention of Argus and Hamish in area P7, who arm themselves and come quickly to investigate. The two ignore any
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
nor occupants. Trophy Heads. The trophy heads are as follows, from north to south: West wall: giant crayfish, carrion crawler, hippopotamus, hobgoblin, sahuagin East wall: brown bear, lion, shark
not draw their attention. 28. Officer’s Quarters A plain wooden table and a wooden chair are set against the south wall of this room. On the table sits a wooden bowl. A single bed stands against the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
sense. For now, the tunnel leads only to a dead end. If the characters draw attention to themselves with light or noise, the pechs investigate. The pechs are initially indifferent toward the characters
here, including the din of battle, draw the attention of the fomorians in area L12. The cave morays retreat into their burrows when the fomorians arrive. L12: Fomorian Cave This cave stinks of sweat
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
) are diligently carving a tunnel from this grotto up into the mountain toward an enclosed cavern they can sense. For now, the tunnel leads only to a dead end. If the characters draw attention with light
cave moray from its burrow by grappling it. If removed from its burrow, a cave moray frantically tries to escape back to its hole. Loud sounds here, including the din of battle, draw the attention of the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. Gus is friendly to anyone who offers him food, even if he can’t eat it, and he follows the characters as they explore the keep, meowing whenever doing so won’t alert an enemy. (Gus might be old, but
rod. He doesn’t notice the characters unless they interact with him or the ritual rod. If the characters draw his attention, he snickers with glee. “More fodder for my ghost army,” he says, raising his