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Returning 35 results for 'trade hours'.
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take hours
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Sahuagin Baron
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The sahuagin can magically command any shark within 120 feet of him, using a limited telepathy.Multiattack
for centuries across the coasts and seas of the world, disrupting maritime trade and drawing other races into the bloody conflict.
So intense is sahuagin hatred for the aquatic elves that the sea
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The sahuagin can magically command any shark within 120 feet of her, using a limited telepathy.
Spellcasting. The
maritime trade and drawing other races into the bloody conflict.
So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near
Magic Items
The Book of Many Things
*
A ♠️
Isolation*
K ♠️
End
Q ♠️
Monster
J ♠️
Knife
2 ♠️
Justice*
Joker (with ™)
Student*
Joker (without ™)
Mischief
*Found only in a deck with twenty-two cards.
Beginning. Your hit point maximum and current hit points increase by 2d10. Your hit point maximum remains increased in this way for the next 8 hours
Monsters
Mordenkainen's Fiendish Folio Volume 1
Limited Amphibiousness. The crab folk can breathe air and water, but it needs to be submerged once every 24 hours to avoid suffocating.Multiattack. The crab folk makes two claw attacks.
Claw. Melee
, but looted cheap, bulky trade goods while leaving valuable smaller treasures behind. Frustrated by her servants, the hag wove a spell to adapt them to the coastal terrain while planting in their
Monsters
Fizban's Treasury of Dragons
a bridge on a major trade road, terrifying travelers.
3
After an unwise attack from a whaling ship, a dragon turtle pursued the ship back to harbor and now attacks any ship that tries to leave
d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Connected Creatures"}
Connected Creatures
1
An ancient dragon turtle and an ancient gold dragon meet once a year to trade moves
Backgrounds
Sword Coast Adventurer's Guide
, enduring long hours and dismissive, sour-tempered treatment in order to gain the fine skills you possess today.
You are most likely a dwarf, but not necessarily—particularly in the North, the
1
The workshop where I learned my trade is the most important place in the world to me.
2
I created a great work for someone, and then found them unworthy to receive it. I’m still looking
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
a character has an appropriate contact to press for information, they can reach out to that contact for assistance. It takes 1 hour to arrange a meeting with the contact and 1d6 hours for the contact
information. After 1d6 hours, a character sifting through rumors makes a DC 15 Charisma (Persuasion) check. On a success, they find out one previously unknown piece of information from among those given below
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Stress Charging headlong into terrifying situations is the stock in trade for adventurers. Among the Domains of Dread, though, periods of respite between harrowing experiences can be rare. Even the
situations occurs: A tense, dramatic moment, especially one involving one of a character’s Seeds of Fear Every 24 hours the character goes without finishing a long rest Witnessing the death of a loved one
Orc
Legacy
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Species
Volo's Guide to Monsters
numbers. Theirs is a life that has no place for weakness, and every warrior must be strong enough to take what is needed by force. Orcs aren’t interested in treaties, trade negotiations or
the gods has no clear explanation, the priests might have to meditate for hours or days to get a vision of its meaning.
Every group of orcs has particular superstitions and recognizes certain omens
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Arrival in Yartar Yartar is a small, walled city that stands on the east bank of the Surbrin River. Extensive docks line the city’s riverfront. The city bustles with trade, and wagon trains
connections can find out the same information by spending a few hours asking questions in local taverns and spending 10 gp in bribes and drinks.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
representative from Sorcere) magically heats Narbondel’s base, causing the stone to glow. The band of warm light rises slowly up the column to mark the passage of time, taking twenty-four hours to reach the
trained wizards and mercenaries-for-hire 3 Faen Tlabbar Vadalma Tlabbar Fanatically devoted to Lolth 4 Mizzrym Miz’ri Mizzrym Dominates Menzoberranzan’s slave trade 5 Fey-Branche Byrtyn Fey Skilled at
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
day; the facility hirelings can operate the vehicle in shifts. Thus, a combined Bastion with at least three Navigator’s Helm facilities can sail for 24 hours a day as the three hirelings trade off
in order for the vehicle to travel, the characters must all issue the Empower order to those facilities at the same time. In this case, however, the combined Bastion can travel more than 8 hours per
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
paying for rooms at the Steady Beacon. Reinforcements A couple hours later, several wagons and a contingent of soldiers from Kalaman reach the survivors’ camp with food and supplies. They aid the
people most in need first, eventually assisting everyone in relocating to an unoccupied group of simple wooden buildings north of Kalaman’s Trade Gate. The survivors find dry, safe housing and pitch in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
hardened the nomads’ determination to survive. By following herds for their food and occasionally restocking on wood, the Reghed can get by without relying on trade. They shun Ten-Towns and expect to
. The warriors and hunters like to conserve their strength for when it’s needed, preferring to spend their idle hours doing as little as possible. Telling familiar stories and inventing new ones that
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
behind. As harsh as life can be for those in the city, the borderlands are harsher still. There, every day is a struggle to survive in the face of poverty, banditry, and drought. A cosmopolitan trade hub
commodity, as hammers ring out and forge fires roar in the city’s ironworks at all hours. Discontent among the common people has given rise to revolutionaries in the borderlands who are determined to fight
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, since it has lived on this level for a long time. Potions for Sale The Alchemist is happy to trade potions for supplies. For one potion, it demands 20 pounds of edible fungi and five tongues of madness
the Alchemist a visit, it has one of each of the potions described below available to trade. Each potion is a common magic item. It keeps these potions on its person, and a sneaky character can try to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the darkest hours of the plane display a deep-red twilight. At noon, the light is intense. Most business in the City of Brass (see below) takes place during the darker hours. The weather on the plane
upper hand in negotiations. Perhaps a magical contagion or poison can be cured only with something that must be purchased in the markets of the city. Noor Rahman The City of Brass is a hub for trade from across the multiverse
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
stores and other supplies. The Great Tower to the northwest is 60 feet tall.
Watches. Eight soldiers, two atop each tower, watch over the inner bailey at all hours. Use the Guard stat block for these
. Shannik wants to trade the weapons for simpler ones. In exchange for 25 GP and a Shortbow, he can provide a character with a Hand Crossbow.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Docks The docks of Saltmarsh are the beating heart of the town. The fishing trade and related commerce that keep the town alive are based here. The docks have recently undergone a series of
hours asking for news can learn the current scuttlebutt. The “Dock Rumors” table below can be an inspiration for the sort of whispers characters might hear. Dock Rumors d10 Rumor 1 The crown
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. Many of the merchants in the caravan are of the opinion that whoever this is, if someone or something went to the trouble of marking him as a traitor and burying him up to the neck in the Trade Way, he
-over earth that other wagons have indeed passed him by during the last few days. Digging the man out of the ground takes two diggers at least two hours, and refilling the hole takes another hour (you
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. Many of the merchants in the caravan are of the opinion that whoever this is, if someone or something went to the trouble of marking him as a traitor and burying him up to the neck in the Trade Way, he
-over earth that other wagons have indeed passed him by during the last few days. Digging the man out of the ground takes two diggers at least two hours, and refilling the hole takes another hour (you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Artisan’s Tools Artisan’s Tools are each focused on crafting items and pursuing a trade. Each of these tools requires a separate proficiency. Alchemist’s Supplies (50 GP) Ability: Intelligence Weight
held in the past 24 hours (DC 15) Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial Jeweler’s Tools (25 GP) Ability: Intelligence Weight: 2 lb. Utilize: Discern a gem’s value (DC 15) Craft
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Artisan’s Tools Artisan’s Tools are each focused on crafting items and pursuing a trade. Each of these tools requires a separate proficiency. Alchemist’s Supplies (50 GP) Ability: Intelligence Weight
held in the past 24 hours (DC 15) Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial Jeweler’s Tools (25 GP) Ability: Intelligence Weight: 2 lb. Utilize: Discern a gem’s value (DC 15) Craft
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
command word (“Gorah!”), it magically heats any liquid placed inside it and remains hot for 3 hours, or until the command word is spoken again by someone within 5 feet of the cauldron. Once the
cauldron’s property has been used, the cauldron can’t be activated again until the next dawn. Captured witches will trade information in exchange for their lives and freedom, and can be forced to divulge the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
mortal enemies, the aquatic elves. Wars between the two races have raged for centuries across the coasts and seas of the world, disrupting maritime trade and drawing other races into the bloody conflict
submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.
Actions
Multiattack. The
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
desire: Trinket demands the color from the buyer’s eyes. If the buyer agrees to the trade, Trinket produces a small marble that drains the color from the buyer’s eyes when she utters the phrase, “Hue be
the trade, Bauble produces an articulated wooden marionette and makes it dance on the countertop while repeatedly uttering, “One, two, three. One, two, three.” Deprived of this rhythm, the buyer loses
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
a squad of cultists looking for victims along the Trade Way. Vecken has been reduced to 25 hit points. Though injured, he is healthy enough to escort the other prisoners to safety if the characters
attacked by the cultists a few days earlier. Two of their companions (the unfortunate victims in the chapel) were taken from the cell a few hours earlier. B12. Acolytes’ Training Room Scrolls and
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
a character to recognize a flaywind 1 minute before it strikes, allowing time to seek shelter. A flaywind typically lasts 1d4 × 10 hours. Flame Storm. Sooty thunderclouds shot through with red and
each minute or take 3d6 necrotic damage. A creature that dies in a necrotic tempest rises as a skeleton or zombie (your choice) 1d10 minutes later. A necrotic tempest lasts for 1d4 hours and leaves
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
your own. Hunt for Magic Items and Spellbooks Obaya Uday, a neutral good Chultan priest of Waukeen (god of trade), has traveled from the distant city of Port Nyanzaru on behalf of a wizard named Wakanga
matter of hours for any magic items the characters bring to her. The amount she’s willing to pay is based on the item’s rarity, as shown in the Magic Item Rewards table, and is nonnegotiable. Characters
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to be at Goldenthrone, accompanied by a retinue of aides and guards. Characters must wait 1d3 hours before being given an audience. In fact, the merchant princes have few day-to-day responsibilities
guides.” This ritual takes 24 hours, during which Zitembe sees visions of “a jungle city far to the south, enclosed by cliffs and crawling with snakes” and “a black obelisk draped in vines.” He dared
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
leader’s flying followers see all. Eagles’ Aerie A forest of exceptionally tall trees lies a few hours away from Camp Greenbriar. If the characters visit the forest, read the following description
site takes 2 hours. Unless a character succeeds on a DC 14 Wisdom (Survival) check, they follow a winding route that takes twice as long. On reaching Watcher’s Talon, the characters find a petrified
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of time. A trip through the Deep Ethereal takes 1d10 × 10 hours from one curtain to another, regardless of the origin and destination. In combat, creatures move at their normal speeds. Ether Cyclones
together makes a DC 15 Charisma saving throw. If at least half the group succeeds, travel is delayed by 1d10 hours. Otherwise, the journey’s travel time is doubled. 13–19 Blown to a location in the Border
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
A chaotic expanse of small vendors, street performers, beggars, orators, merchants, and customers of all descriptions, the Great Market is the hub of the Middle City. During business hours, throngs of
people swarm the area, and pickpockets dart among them to ply their own trade. Juggler’s Folk Guildhouse Operating behind the facade of a small backstreet playhouse, the guild of thieves known as the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
coastal lairs with easier access to settlements they can trade with—or prey upon. Particularly reclusive dragon turtles seek lairs in even more remote locales, including deep-sea trenches or
grants access to a coral shelf 40 feet above the shelf floor and illuminates the lair for a few hours each day with a shaft of dim sunlight. Lair Actions As they are presented in the Monster Manual
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. If the results indicate strong wind and heavy rain, these weather conditions combine to create a storm that lasts for 1d6 hours. Once the storm has abated, the party’s navigator must succeed on a DC
eyepatch-wearing captain has an imp that perches on his shoulder and wreaks havoc with his moral compass. Drashk also has permission to negotiate trade deals with the storm giant king on behalf of the






