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Returning 35 results for 'trade of wizard with'.
Monsters
Waterdeep: Dragon Heist
accepted her, Manshoon forced her to remove her distinctive Thayan head tattoos and to trade in her Red Wizard robes for black ones.
spell attacks). Kaevja has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
Monsters
Storm King's Thunder
spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile
trade. At any given time, the bag holds 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Equipment"} × 100 gp.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType
Species
Eberron: Rising from the Last War
mark can mend broken things with a touch, and always has a minor magic item they’ve been working on. An artificer or a wizard will get the most out of the mark, but anyone can find a use for an
-marked Cannith forgeholds use streamlined forms of production to quickly produce common goods. Even independent artisans often learn their trade at Cannith academies and adhere to Cannith standards
Monsters
Icewind Dale: Rime of the Frostmaiden
with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): light,* message,* prestidigitation, shocking grasp (see “Actions” below)
1st level (4 slots): mage armor,* shield
start of its next turn.Vaelish Gant, Prisoner 237 within the walls of Revel's End, is a member of the Arcane Brotherhood who first engaged in criminal activity by insinuating himself into the trade
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
.
4
The sea around a wizard’s tower is too stormy for ships to sail through, but a resident dragon turtle might be convinced to ferry the characters across.
5
A royal bathhouse was
Monsters
Fizban's Treasury of Dragons
and is now stuck beneath 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.
4
The sea around a wizard’s tower is too stormy for ships to sail through, but a resident dragon turtle might be convinced to ferry the characters across.
5
A
Monsters
Fizban's Treasury of Dragons
stuck beneath 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.
4
The sea around a wizard’s tower is too stormy for ships to sail through, but a resident dragon turtle might be convinced to ferry the characters across.
5
A royal
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets.
A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it
instruments, tell stories, and offer exotic goods in trade for items that spark their interest. Tabaxi reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment.
These
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wealth Wealth appears in many forms in a D&D world. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character’s financial well-being. Members of the peasantry trade
in goods, bartering for what they need and paying taxes in grain and cheese.
Members of the nobility trade either in legal rights, such as the rights to a mine, a port, or farmland, or in gold bars
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wealth Wealth appears in many forms in a D&D world. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character’s financial well-being. Members of the peasantry trade
in goods, bartering for what they need and paying taxes in grain and cheese. Members of the nobility trade either in legal rights, such as the rights to a mine, a port, or farmland, or in gold bars
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wealth Wealth appears in many forms in a D&D world. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character’s financial well-being. Members of the peasantry trade
in goods, bartering for what they need and paying taxes in grain and cheese. Members of the nobility trade either in legal rights, such as the rights to a mine, a port, or farmland, or in gold bars
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wealth Wealth appears in many forms in a D&D world. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character’s financial well-being. Members of the peasantry trade
in goods, bartering for what they need and paying taxes in grain and cheese.
Members of the nobility trade either in legal rights, such as the rights to a mine, a port, or farmland, or in gold bars
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
confident her guidance can get them there. Called the Fallbacks, the team includes Anson, a human Fighter too stubborn to stay down; Cazrin, a self-taught, human Wizard determined to test her
theoretical mettle against the real world; Baldric, a dwarf Cleric who refuses to tie himself to a single deity when he can trade favors with them all; Lark, a tiefling Bard with as many secrets as songs; and Uggie, a pet otyugh.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
confident her guidance can get them there. Called the Fallbacks, the team includes Anson, a human Fighter too stubborn to stay down; Cazrin, a self-taught, human Wizard determined to test her
theoretical mettle against the real world; Baldric, a dwarf Cleric who refuses to tie himself to a single deity when he can trade favors with them all; Lark, a tiefling Bard with as many secrets as songs; and Uggie, a pet otyugh.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Corrupt officials 8–9 Marauding monsters 10 Powerful wizard has moved into town 11 Economic depression (trade disrupted) 12 Flooding 13 Undead stirring in cemeteries 14 Prophecy of doom 15 Brink of war 16
Major trade center 8 Headquarters of a powerful family or guild 9 Population mostly wealthy 10 Destitute, rundown 11 Awful smell (tanneries, open sewers) 12 Center of trade for one specific good 13
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Corrupt officials 8–9 Marauding monsters 10 Powerful wizard has moved into town 11 Economic depression (trade disrupted) 12 Flooding 13 Undead stirring in cemeteries 14 Prophecy of doom 15 Brink of war 16
Major trade center 8 Headquarters of a powerful family or guild 9 Population mostly wealthy 10 Destitute, rundown 11 Awful smell (tanneries, open sewers) 12 Center of trade for one specific good 13
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
a student has selected a college, they trade their plain gray first-year uniforms for the trappings of their chosen school and begin honing—or even replacing—the magic they learned in their initial
year with other skills. First-Year Student
Medium or Small Humanoid (Wizard), Any Alignment
Armor Class 11
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
8 (−1)
DEX
12 (+1)
CON
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
appendix C) Foul Frithoff, a pirate bosun (see appendix C) Punketah, a pirate deck wizard (see appendix C) 7 crew members (bandits) 3 lizardfolk The position of the crew aboard ship depends on two
quarters (area 8 for the deck wizard, area 9 for the captain, area 13 for the first mate, area 14 for the bosun). The remaining five bandits occupy area 10. Incorrect Signal. If the characters did not send
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
appendix C) Foul Frithoff, a pirate bosun (see appendix C) Punketah, a pirate deck wizard (see appendix C) 7 crew members (bandits) 3 lizardfolk The position of the crew aboard ship depends on two
quarters (area 8 for the deck wizard, area 9 for the captain, area 13 for the first mate, area 14 for the bosun). The remaining five bandits occupy area 10. Incorrect Signal. If the characters did not send
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
trade are common enough in Faerûn, metal coins and trade bars are the everyday currency. Common Coinage. Coins appear in a bewildering variety of shapes, sizes, names, and materials. Thanks to the
pieces from abroad. In Waterdeep, the bustling cosmopolitan center of trade, coppers are called nibs, silvers are shards, electrum pieces are moons, gold pieces are dragons, and platinum coins are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
trade are common enough in Faerûn, metal coins and trade bars are the everyday currency. Common Coinage. Coins appear in a bewildering variety of shapes, sizes, names, and materials. Thanks to the
pieces from abroad. In Waterdeep, the bustling cosmopolitan center of trade, coppers are called nibs, silvers are shards, electrum pieces are moons, gold pieces are dragons, and platinum coins are
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
a student has selected a college, they trade their plain gray first-year uniforms for the trappings of their chosen school and begin honing—or even replacing—the magic they learned in their initial
year with other skills. First-Year Student
Medium or Small Humanoid (Wizard), Any Alignment
Armor Class 11
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
8 (−1)
DEX
12 (+1)
CON
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
decent coin as a burglar, enforcer, or fence. But you must have made an enemy among your fellow Redbrands. Someone set you up. On that person’s word, the head of the Redbrands—a wizard called Glasstaff
—tried to have you killed. You escaped, barely alive and thanking Tymora, the goddess of good fortune, for your luck. You fled Phandalin, almost penniless and with only the tools of your trade to your
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
decent coin as a burglar, enforcer, or fence. But you must have made an enemy among your fellow Redbrands. Someone set you up. On that person’s word, the head of the Redbrands—a wizard called Glasstaff
—tried to have you killed. You escaped, barely alive and thanking Tymora, the goddess of good fortune, for your luck. You fled Phandalin, almost penniless and with only the tools of your trade to your
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
powerful magic items that it can trade for even more information. Arcanaloth
Medium fiend (yugoloth), neutral evil
Armor Class 17 (natural armor)
Hit Points 104 (16d8 + 32)
Speed 30 ft., fly 30
arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared:
Cantrips (at will
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
exploding out of a spellbook and changing a wizard into a gibbering mouther. 11b. Master of the Unseen Flickering torchlight created by continual flame spells spills out of this room into the hall. The 15
shaped like a gold coin (the symbol of Waukeen, god of trade), the other a black disk outlined in purple (the symbol of Shar, god of darkness and loss).
Furnishings. Empty bookshelves and desks line
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters.
Level 3: Spellcasting You have learned to cast spells. See chapter 7 for the rules on
spellcasting. The information below details how you use those rules as an Arcane Trickster.
Cantrips. You know three cantrips: Mage Hand and two other cantrips of your choice from the Wizard spell
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
enemies who yearn to topple her. As a powerful wizard and noble, Sansuri believes it is her duty to rule over others and command their respect. Even so, she has been forced to bow to the will of King
to borrow or use her conch of teleportation, she demands to know why but ultimately refuses to help them, even if they offer to buy it or trade for it. Simply put, she doesn’t trust “puny folk” and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
exploding out of a spellbook and changing a wizard into a gibbering mouther. 11b. Master of the Unseen Flickering torchlight created by continual flame spells spills out of this room into the hall. The 15
shaped like a gold coin (the symbol of Waukeen, god of trade), the other a black disk outlined in purple (the symbol of Shar, god of darkness and loss).
Furnishings. Empty bookshelves and desks line
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
powerful magic items that it can trade for even more information. Arcanaloth
Medium fiend (yugoloth), neutral evil
Armor Class 17 (natural armor)
Hit Points 104 (16d8 + 32)
Speed 30 ft., fly 30
arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared:
Cantrips (at will
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
enemies who yearn to topple her. As a powerful wizard and noble, Sansuri believes it is her duty to rule over others and command their respect. Even so, she has been forced to bow to the will of King
to borrow or use her conch of teleportation, she demands to know why but ultimately refuses to help them, even if they offer to buy it or trade for it. Simply put, she doesn’t trust “puny folk” and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters.
Level 3: Spellcasting You have learned to cast spells. See chapter 7 for the rules on
spellcasting. The information below details how you use those rules as an Arcane Trickster.
Cantrips. You know three cantrips: Mage Hand and two other cantrips of your choice from the Wizard spell
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
trade network of Ten-Towns. He hoped that his work would help the Arcane Brotherhood gain control of the region. A few years ago, shortly after his arrival in Ten-Towns, Gant established a protection
spellcaster. His spellcasting ability is Intelligence (spell save DC 13; +5 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): light,* message,* prestidigitation
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
trade network of Ten-Towns. He hoped that his work would help the Arcane Brotherhood gain control of the region. A few years ago, shortly after his arrival in Ten-Towns, Gant established a protection
spellcaster. His spellcasting ability is Intelligence (spell save DC 13; +5 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): light,* message,* prestidigitation
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
most apt pupil, Spite Harrowdale, is a centuries-old wizard (NE male Rashemi human archmage who speaks Common, Dwarvish, Elvish, and Giant). He appears to be a 12-year-old boy, thanks to imbibing
not the arcanaloth, who is keeping a watchful eye on the wizard. Spite is the only student so far who has discerned that the headmaster is not in fact Halaster, but an arcanaloth disguised as him