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Returning 35 results for 'tools striking'.
classes
Player’s Handbook
’s Tools or Musical Instrument
Armor Training
None
Starting Equipment
Choose A or B: (A) Spear, 5 Dagger;Daggers, Artisan’s Tools or Musical Instrument chosen for the tool
power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler
Bugbear
Legacy
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races
Volo's Guide to Monsters
crafting simple tools and hunting and gathering food, and gangs sometimes come together peacefully to exchange members and goods between them.
Malevolent Worship of Malign Gods
Bugbears worship two
. If the brother gods are angry with them, they let the bugbears know with bolts of lightning (Hruggek) or by striking them blind or dead (Grankhul). Bugbears worship their gods simply by preying on
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Choose one type of Artisan’s Tools or Musical Instrument (see chapter 6) Armor Training None Starting Equipment Choose A or B: (A) Spear, 5 Daggers, Artisan’s Tools or Musical Instrument chosen for the
power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Choose one type of Artisan’s Tools or Musical Instrument (see chapter 6) Armor Training None Starting Equipment Choose A or B: (A) Spear, 5 Daggers, Artisan’s Tools or Musical Instrument chosen for the
power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, History, Insight, Religion, or Stealth Weapon Proficiencies Simple weapons and Martial weapons that have the Light property Tool Proficiencies Choose one type of Artisan’s Tools or Musical Instrument
(see “Equipment”) Armor Training None Starting Equipment Choose A or B: (A) Spear, 5 Daggers, Artisan’s Tools or Musical Instrument chosen for the tool proficiency above, Explorer’s Pack, and 11 GP; or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, History, Insight, Religion, or Stealth Weapon Proficiencies Simple weapons and Martial weapons that have the Light property Tool Proficiencies Choose one type of Artisan’s Tools or Musical Instrument
(see “Equipment”) Armor Training None Starting Equipment Choose A or B: (A) Spear, 5 Daggers, Artisan’s Tools or Musical Instrument chosen for the tool proficiency above, Explorer’s Pack, and 11 GP; or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, History, Insight, Religion, or Stealth Weapon Proficiencies Simple weapons and Martial weapons that have the Light property Tool Proficiencies Choose one type of Artisan’s Tools or Musical Instrument
(see “Equipment”) Armor Training None Starting Equipment Choose A or B: (A) Spear, 5 Daggers, Artisan’s Tools or Musical Instrument chosen for the tool proficiency above, Explorer’s Pack, and 11 GP; or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Choose one type of Artisan’s Tools or Musical Instrument (see chapter 6) Armor Training None Starting Equipment Choose A or B: (A) Spear, 5 Daggers, Artisan’s Tools or Musical Instrument chosen for the
power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
striking a weak spot is doubled. Glassblower’s Tools Activity DC Identify source of glass 10 Determine what a glass object once held 20 Herbalism Kit Proficiency with an herbalism kit allows you to
Tool Descriptions The following sections go into detail about the tools presented in the Player’s Handbook, offering advice on how to use them in a campaign. Components. The first paragraph in each
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
striking a weak spot is doubled. Glassblower’s Tools Activity DC Identify source of glass 10 Determine what a glass object once held 20 Herbalism Kit Proficiency with an herbalism kit allows you to
Tool Descriptions The following sections go into detail about the tools presented in the Player’s Handbook, offering advice on how to use them in a campaign. Components. The first paragraph in each
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
striking a weak spot is doubled. Glassblower’s Tools Activity DC Identify source of glass 10 Determine what a glass object once held 20 Herbalism Kit Proficiency with an herbalism kit allows you to
Tool Descriptions The following sections go into detail about the tools presented in the Player’s Handbook, offering advice on how to use them in a campaign. Components. The first paragraph in each
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Assassin Contract Killer Habitat: Any; Treasure: Implements, Individual Viko Menezes Assassins are professional killers skilled at stealthily approaching their victims and striking unseen. Most
assassins kill for a reason, perhaps hiring themselves out to wealthy patrons or slaying for an unscrupulous cause. They use poisons and other deadly tools, and they might carry equipment to help them
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Assassin Contract Killer Habitat: Any; Treasure: Implements, Individual Viko Menezes Assassins are professional killers skilled at stealthily approaching their victims and striking unseen. Most
assassins kill for a reason, perhaps hiring themselves out to wealthy patrons or slaying for an unscrupulous cause. They use poisons and other deadly tools, and they might carry equipment to help them
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Assassin Contract Killer Habitat: Any; Treasure: Implements, Individual Viko Menezes Assassins are professional killers skilled at stealthily approaching their victims and striking unseen. Most
assassins kill for a reason, perhaps hiring themselves out to wealthy patrons or slaying for an unscrupulous cause. They use poisons and other deadly tools, and they might carry equipment to help them
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
fight is done, the characters hear noise from the kitchen. As the battle ends, you hear a muffled thumping sound, as if something is striking wood. The sound comes from the kitchen.
The characters
’ tools or cook’s utensils to disable the pot, either by relieving the pressure safely or moving the pot off the fire without the lid coming off. The stove has no discernible fuel source or way to turn
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
fight is done, the characters hear noise from the kitchen. As the battle ends, you hear a muffled thumping sound, as if something is striking wood. The sound comes from the kitchen.
The characters
’ tools or cook’s utensils to disable the pot, either by relieving the pressure safely or moving the pot off the fire without the lid coming off. The stove has no discernible fuel source or way to turn
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
fight is done, the characters hear noise from the kitchen. As the battle ends, you hear a muffled thumping sound, as if something is striking wood. The sound comes from the kitchen.
The characters
’ tools or cook’s utensils to disable the pot, either by relieving the pressure safely or moving the pot off the fire without the lid coming off. The stove has no discernible fuel source or way to turn
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, you gain proficiency with jeweler’s tools. Head office also grants you the use of jeweler’s tools (a small saw and hammer, files, pliers, and tweezers) and an account ledger, as well as up to 5 gp
the chest. Thanks to Head Office striking deals you don’t want to know about with extraplanar creatures you really don’t want to know about, there is no chance for the spell to end. That Thing You
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, you gain proficiency with jeweler’s tools. Head office also grants you the use of jeweler’s tools (a small saw and hammer, files, pliers, and tweezers) and an account ledger, as well as up to 5 gp
the chest. Thanks to Head Office striking deals you don’t want to know about with extraplanar creatures you really don’t want to know about, there is no chance for the spell to end. That Thing You
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, you gain proficiency with jeweler’s tools. Head office also grants you the use of jeweler’s tools (a small saw and hammer, files, pliers, and tweezers) and an account ledger, as well as up to 5 gp
the chest. Thanks to Head Office striking deals you don’t want to know about with extraplanar creatures you really don’t want to know about, there is no chance for the spell to end. That Thing You
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
must succeed on a DC 16 Wisdom saving throw or be magically transformed into an inanimate wooden mask, along with whatever it is wearing or carrying. The mask bears a striking resemblance to the
, Vig shouts in Common, “Leave me to my fate! Bitter End can do worse than turn me into a mask!” As an action, a character using thieves’ tools can try to pick the lock on either cage or the shackles
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
must succeed on a DC 16 Wisdom saving throw or be magically transformed into an inanimate wooden mask, along with whatever it is wearing or carrying. The mask bears a striking resemblance to the
, Vig shouts in Common, “Leave me to my fate! Bitter End can do worse than turn me into a mask!” As an action, a character using thieves’ tools can try to pick the lock on either cage or the shackles
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Calimshan and farther east than I care to consider. The bones are also used to make all manner of small, sturdy tools: fish hooks, arrowheads, sewing needles, buttons, and more. Each town on the lakes has
discouraged from striking out on their own, and when they do, they often fail, either due to the dangers of the waters, being blocked out of the best fishing areas, or simply being refused trade by
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
must succeed on a DC 16 Wisdom saving throw or be magically transformed into an inanimate wooden mask, along with whatever it is wearing or carrying. The mask bears a striking resemblance to the
, Vig shouts in Common, “Leave me to my fate! Bitter End can do worse than turn me into a mask!” As an action, a character using thieves’ tools can try to pick the lock on either cage or the shackles
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Calimshan and farther east than I care to consider. The bones are also used to make all manner of small, sturdy tools: fish hooks, arrowheads, sewing needles, buttons, and more. Each town on the lakes has
discouraged from striking out on their own, and when they do, they often fail, either due to the dangers of the waters, being blocked out of the best fishing areas, or simply being refused trade by
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Calimshan and farther east than I care to consider. The bones are also used to make all manner of small, sturdy tools: fish hooks, arrowheads, sewing needles, buttons, and more. Each town on the lakes has
discouraged from striking out on their own, and when they do, they often fail, either due to the dangers of the waters, being blocked out of the best fishing areas, or simply being refused trade by
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a satchel. She wears the key to the strongbox around her neck. A character with thieves’ tools can use an action to try to pick the strongbox’s lock, doing so with a successful DC 20 Dexterity check
Coast, but wears no armor or cold weather clothing and doesn’t appear to be armed. His most striking feature is his eyes, which are as blue as a frozen lake. The best way to deal with Sephek is to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
might eventually catch on with a different group. Left to their own devices, bugbears have little more impact on the world than wolf packs. They subsist by crafting simple tools and hunting and
lightning (Hruggek) or by striking them blind or dead (Grankhul). Bugbears worship their gods simply by preying on other creatures, using no other sort of ceremony to show obeisance — with one exception. In
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
might eventually catch on with a different group. Left to their own devices, bugbears have little more impact on the world than wolf packs. They subsist by crafting simple tools and hunting and
lightning (Hruggek) or by striking them blind or dead (Grankhul). Bugbears worship their gods simply by preying on other creatures, using no other sort of ceremony to show obeisance — with one exception. In
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a satchel. She wears the key to the strongbox around her neck. A character with thieves’ tools can use an action to try to pick the strongbox’s lock, doing so with a successful DC 20 Dexterity check
Coast, but wears no armor or cold weather clothing and doesn’t appear to be armed. His most striking feature is his eyes, which are as blue as a frozen lake. The best way to deal with Sephek is to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
might eventually catch on with a different group. Left to their own devices, bugbears have little more impact on the world than wolf packs. They subsist by crafting simple tools and hunting and
lightning (Hruggek) or by striking them blind or dead (Grankhul). Bugbears worship their gods simply by preying on other creatures, using no other sort of ceremony to show obeisance — with one exception. In
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a satchel. She wears the key to the strongbox around her neck. A character with thieves’ tools can use an action to try to pick the strongbox’s lock, doing so with a successful DC 20 Dexterity check
Coast, but wears no armor or cold weather clothing and doesn’t appear to be armed. His most striking feature is his eyes, which are as blue as a frozen lake. The best way to deal with Sephek is to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
guard room are two bugbears, initially located in the eastern end of the area. If not engaged immediately, they will raise an alarm by striking a large brass gong that hangs near the door. If they are
thieves’ tools, or the door can be forced by someone who makes a successful DC 15 Strength (Athletics) check. The three creatures are wights that spring to attack anyone who enters the cell. The rings
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
guard room are two bugbears, initially located in the eastern end of the area. If not engaged immediately, they will raise an alarm by striking a large brass gong that hangs near the door. If they are
thieves’ tools, or the door can be forced by someone who makes a successful DC 15 Strength (Athletics) check. The three creatures are wights that spring to attack anyone who enters the cell. The rings
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
guard room are two bugbears, initially located in the eastern end of the area. If not engaged immediately, they will raise an alarm by striking a large brass gong that hangs near the door. If they are
thieves’ tools, or the door can be forced by someone who makes a successful DC 15 Strength (Athletics) check. The three creatures are wights that spring to attack anyone who enters the cell. The rings