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Episode 2 - Time Flies

1:56:33
 
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Archived series ("Inactive feed" status)

When? This feed was archived on July 09, 2017 14:40 (7+ y ago). Last successful fetch was on February 28, 2018 11:44 (6+ y ago)

Why? Inactive feed status. Our servers were unable to retrieve a valid podcast feed for a sustained period.

What now? You might be able to find a more up-to-date version using the search function. This series will no longer be checked for updates. If you believe this to be in error, please check if the publisher's feed link below is valid and contact support to request the feed be restored or if you have any other concerns about this.

Manage episode 178050694 series 1427644
Content provided by Joshua C McMahon. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Joshua C McMahon or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

This week we discuss time and time manipulation spells, discover the amount of cats Bethany and Tony have is classified as "many," and Joshua get's schooled in the followup.

Followup

Damage Types
Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.
The damage types follow, with examples to help a DM assign a damage type to a new effect.
•Acid. The corrosive spray of a black dragon’s breath and the dissolving enzymes secreted by a black pudding deal acid damage.
•Bludgeoning. Blunt force attacks—hammers, falling, constriction, and the like—deal bludgeoning damage.
•Cold. The infernal chill radiating from an ice devil’s spear and the frigid blast o f a white dragon’s breath deal cold damage.
•Fire. Red dragons breathe fire, and many spells conjure flames to deal fire damage.
•Force. Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.
•Lightning. A lightning bolt spell and a blue dragon’s breath deal lightning damage.
•Necrotic. Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul.
•Piercing. Puncturing and impaling attacks, including spears and monsters’ bites, deal piercing damage.
•Poison. Venomous stings and the toxic gas o f a green dragon’s breath deal poison damage.
•Psychic. Mental abilities such as a mind flayer’s psionic blast deal psychic damage.
•Radiant. Radiant damage, dealt by a cleric’s flame strike spell or an angel’s smiting weapon, sears the flesh like fire and overloads the spirit with power.
•Slashing. Swords, axes, and monsters’ claws deal slashing damage.
•Thunder. A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.
— Player's Handbook, Page 196
Unconscious
An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings
The creature drops whatever it’s holding and falls prone.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
— Player's Handbook, Page 292
Damage at 0 Hit Points
If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.
— Player's Handbook, Page 197
 Word of Recall
Magical Secrets - Bard Class Feature
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
You learn two additional spells from any class at 14th level and again at 18th level.
— Player's Handbook, Page 54

Show Notes

Hero Forge - Where my roommate purchased my birthday gift

 Zouless The Pirate

Zouless The Pirate

 Alligator Coat Similar to Zouless' Current Coat in Game

Alligator Coat Similar to Zouless' Current Coat in Game

Dr Strange Trailer:

Inception Building Scene:

Wild Magic Surge - Sorcerer Class Feature: Wild Magic Origin
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic.
Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
— Player's Guide, Page 103
 Player's Handbook, Page 104

Player's Handbook, Page 104

 Monster Manual, Page 135

Monster Manual, Page 135

Wild Magic Surge: 35-36
Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
— Player's Handbook, Page 104
Lair Actions
If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), the creature can use one of its lair action options, or forgo using any of them that round.
— Monster Manual, Page 11
Lair Actions - Sphinxes
On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can’t use an effect again until it finishes a short or long rest.
— Monster Manual, Page 280
Cloudkill.png  Time Stop for Pathfinder

Time Stop for Pathfinder

The Q Continuum - Star Trek

Expected Challenge Rating
A single monster with a challenge rating equal to the adventurers’ level is, by itself, a fair challenge for a group of four characters. If the monster is meant to be fought in pairs or groups, its expected challenge rating should be lower than the party’s level.
— Dungeon Master’s Guide, Page 274
 Monster Manual, Page 170

Monster Manual, Page 170

The Flash's Metabolism

 Player's Handbook, Pages 64-69

Player's Handbook, Pages 64-69

Lifespans of the Races
Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. – Page 18
Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. – Page 21
A halfling reaches adulthood at the age of 20 and generally lives into the middle o f his or her second century. – Page 28
Humans reach adulthood in their late teens and live less than a century. – Page 31
Young dragonborn grow quickly. They walk hours after hatching, attain the size and development o f a 10-year-old human child by the age o f 3, and reach adulthood by 15. They live to be around 80. – Page 34
Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. – Page 36
Half-elves mature at the same rate humans do and reach adulthood around the age o f 20. They live much longer than humans, however, often exceeding 180 years. – Page 39
Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. – Page 41
Tieflings mature at the same rate as humans but live a few years longer. – Page 43
— Player's Handbook, Various Pages in Chapter 2: Races
Lifespans of the Expanded Races
Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years. – Page 5
Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time. – Page 7
Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years. – Page 9
Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century. – Page 11
— Elemental Evil Player's Companion, Various Pages
Trance – Racial Trait
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
— Player's Handbook, Page 23
Driven Competitors - Goliath Racial Trait
Every day brings a new challenge to a goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A single mistake can bring doom to an entire tribe, while an individual’s heroic effort can ensure the entire group’s survival.
Goliaths thus place a premium on self-sufficiency and individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills.
This dedication to competition has a dark side. Goliaths are ferocious competitors, but above all else they are driven to outdo their past efforts. If a goliath slays a dragon, he or she might seek out a larger, more powerful wyrm to battle. Few goliath adventurers reach old age, as most die attempting to surpass their past accomplishments.
— Elemental Evil Player's Companion, Page 10

The Infamous Whistle Click Click

Undying Sentinel
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.
Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.
— Player's Handbook, Page 87
 Monster Manual, Pages 158-159

Monster Manual, Pages 158-159

Astral Plane
The Astral Plane is the realm of thought and dream, where visitors travel as disembodied souls to reach the Outer Planes. It is a great silvery sea, the same above and below, with swirling wisps of white and grey streaking among motes of light like distant starts. Most of the Astral Sea is a vast, empty expanse. Visitors occasionally stumble upon the petrified corpse of a dead god or other chunks of rock drifting forever in the silvery void. Much more commonplace are color pools – magical pools of colored light that flicker like radiant, spinning coins.
Creatures on the Astral Plane don’t age or suffer from hunger or thirst. For this reason, humanoids that live on the Astral Plane (such as the githyanki) establish outposts on other planes, often the Material Plane, so their children can grow to maturity.
A traveler in the Astral Plane can move by simply thinking about moving, but distance has little meaning. In combat, though, a creature’s walking speed (in feet) is equal to 3 x its Intelligence score. The smarter a creature is, the easier it can control its movement by act of will.
— Dungeon Master's Guide, Page 46
Ethereal Plane
The Ethereal Plane is a misty, fog-bound dimension. Its “shores,” called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Visibility in the Border Ethereal is limited to 60 feet The plane’s depths comprise a region of swirling mist and fog called the Deep Ethereal where visibility is limited to 30 feet.
Characters can use the etherealness spell to enter the Border Ethereal The plane shift spell allows transport to the Border Ethereal or the Deep Ethereal, but unless the intended destination is a specific location or a teleportation circle, the point of arrival could be anywhere on the plane.
Ether Cyclones
An ether cyclone is a serpentine column that spins through the plane. The cyclone appears abruptly, distorting and uprooting ethereal forms in its path and carrying the debris for leagues. Travelers with a passive Wisdom (Perception) score of 15 or more receive 1d4 rounds of warning: a deep hum in the ethereal matter. Travelers who can’t reach a curtain or portal leading elsewhere suffer the cyclone’s effect. Roll a d20 and consult the Ether Cyclone table to determine the effect on all creatures in the vicinity.
d20 Effect:
1-12: Extended journey
13-19: Blown to the Border Ethereal of a random plane (roll on the Ethereal Curtains table)
20: Hurled into the Astral Plane
The most common effect of an ether cyclone is to extend the duration of a journey. Each character in a group traveling together must make 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. Less often, a group is blown into the Border Ethereal of a random plane. Rarely, the cyclone rears a hole in the fabric of the plane and hurls the party into the Astral Plane.
— Dungeon Master's Guide, Page 48
Charm Person.png
Stone’s Endurance – Goliath Trait
You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
— Elemental Evil Player’s Companion – Page 11
 Monster Manual, Page 26-28

Monster Manual, Page 26-28

Heightened Spell – Sorcerer Metamagic Ability
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
— Player’s Handbook, Page 102
Bend Luck – Sorcerer Wild Magic Origin Ability
Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.
— Player’s Handbook, Page 103
Carrion Crawler Mucus (Contact)
This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
— Dungeon Master’s Guide, Page 258
Monster Manual, Page 84-85

Calendars of the Forgotten Realms

D&D Calendar in Excel

  continue reading

7 episodes

Artwork
iconShare
 

Archived series ("Inactive feed" status)

When? This feed was archived on July 09, 2017 14:40 (7+ y ago). Last successful fetch was on February 28, 2018 11:44 (6+ y ago)

Why? Inactive feed status. Our servers were unable to retrieve a valid podcast feed for a sustained period.

What now? You might be able to find a more up-to-date version using the search function. This series will no longer be checked for updates. If you believe this to be in error, please check if the publisher's feed link below is valid and contact support to request the feed be restored or if you have any other concerns about this.

Manage episode 178050694 series 1427644
Content provided by Joshua C McMahon. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Joshua C McMahon or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

This week we discuss time and time manipulation spells, discover the amount of cats Bethany and Tony have is classified as "many," and Joshua get's schooled in the followup.

Followup

Damage Types
Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.
The damage types follow, with examples to help a DM assign a damage type to a new effect.
•Acid. The corrosive spray of a black dragon’s breath and the dissolving enzymes secreted by a black pudding deal acid damage.
•Bludgeoning. Blunt force attacks—hammers, falling, constriction, and the like—deal bludgeoning damage.
•Cold. The infernal chill radiating from an ice devil’s spear and the frigid blast o f a white dragon’s breath deal cold damage.
•Fire. Red dragons breathe fire, and many spells conjure flames to deal fire damage.
•Force. Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.
•Lightning. A lightning bolt spell and a blue dragon’s breath deal lightning damage.
•Necrotic. Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul.
•Piercing. Puncturing and impaling attacks, including spears and monsters’ bites, deal piercing damage.
•Poison. Venomous stings and the toxic gas o f a green dragon’s breath deal poison damage.
•Psychic. Mental abilities such as a mind flayer’s psionic blast deal psychic damage.
•Radiant. Radiant damage, dealt by a cleric’s flame strike spell or an angel’s smiting weapon, sears the flesh like fire and overloads the spirit with power.
•Slashing. Swords, axes, and monsters’ claws deal slashing damage.
•Thunder. A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.
— Player's Handbook, Page 196
Unconscious
An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings
The creature drops whatever it’s holding and falls prone.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
— Player's Handbook, Page 292
Damage at 0 Hit Points
If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.
— Player's Handbook, Page 197
 Word of Recall
Magical Secrets - Bard Class Feature
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.
The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.
You learn two additional spells from any class at 14th level and again at 18th level.
— Player's Handbook, Page 54

Show Notes

Hero Forge - Where my roommate purchased my birthday gift

 Zouless The Pirate

Zouless The Pirate

 Alligator Coat Similar to Zouless' Current Coat in Game

Alligator Coat Similar to Zouless' Current Coat in Game

Dr Strange Trailer:

Inception Building Scene:

Wild Magic Surge - Sorcerer Class Feature: Wild Magic Origin
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic.
Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
— Player's Guide, Page 103
 Player's Handbook, Page 104

Player's Handbook, Page 104

 Monster Manual, Page 135

Monster Manual, Page 135

Wild Magic Surge: 35-36
Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
— Player's Handbook, Page 104
Lair Actions
If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), the creature can use one of its lair action options, or forgo using any of them that round.
— Monster Manual, Page 11
Lair Actions - Sphinxes
On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can’t use an effect again until it finishes a short or long rest.
— Monster Manual, Page 280
Cloudkill.png  Time Stop for Pathfinder

Time Stop for Pathfinder

The Q Continuum - Star Trek

Expected Challenge Rating
A single monster with a challenge rating equal to the adventurers’ level is, by itself, a fair challenge for a group of four characters. If the monster is meant to be fought in pairs or groups, its expected challenge rating should be lower than the party’s level.
— Dungeon Master’s Guide, Page 274
 Monster Manual, Page 170

Monster Manual, Page 170

The Flash's Metabolism

 Player's Handbook, Pages 64-69

Player's Handbook, Pages 64-69

Lifespans of the Races
Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. – Page 18
Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. – Page 21
A halfling reaches adulthood at the age of 20 and generally lives into the middle o f his or her second century. – Page 28
Humans reach adulthood in their late teens and live less than a century. – Page 31
Young dragonborn grow quickly. They walk hours after hatching, attain the size and development o f a 10-year-old human child by the age o f 3, and reach adulthood by 15. They live to be around 80. – Page 34
Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. – Page 36
Half-elves mature at the same rate humans do and reach adulthood around the age o f 20. They live much longer than humans, however, often exceeding 180 years. – Page 39
Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. – Page 41
Tieflings mature at the same rate as humans but live a few years longer. – Page 43
— Player's Handbook, Various Pages in Chapter 2: Races
Lifespans of the Expanded Races
Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years. – Page 5
Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time. – Page 7
Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years. – Page 9
Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century. – Page 11
— Elemental Evil Player's Companion, Various Pages
Trance – Racial Trait
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
— Player's Handbook, Page 23
Driven Competitors - Goliath Racial Trait
Every day brings a new challenge to a goliath. Food, water, and shelter are rare in the uppermost mountain reaches. A single mistake can bring doom to an entire tribe, while an individual’s heroic effort can ensure the entire group’s survival.
Goliaths thus place a premium on self-sufficiency and individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their skills.
This dedication to competition has a dark side. Goliaths are ferocious competitors, but above all else they are driven to outdo their past efforts. If a goliath slays a dragon, he or she might seek out a larger, more powerful wyrm to battle. Few goliath adventurers reach old age, as most die attempting to surpass their past accomplishments.
— Elemental Evil Player's Companion, Page 10

The Infamous Whistle Click Click

Undying Sentinel
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.
Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.
— Player's Handbook, Page 87
 Monster Manual, Pages 158-159

Monster Manual, Pages 158-159

Astral Plane
The Astral Plane is the realm of thought and dream, where visitors travel as disembodied souls to reach the Outer Planes. It is a great silvery sea, the same above and below, with swirling wisps of white and grey streaking among motes of light like distant starts. Most of the Astral Sea is a vast, empty expanse. Visitors occasionally stumble upon the petrified corpse of a dead god or other chunks of rock drifting forever in the silvery void. Much more commonplace are color pools – magical pools of colored light that flicker like radiant, spinning coins.
Creatures on the Astral Plane don’t age or suffer from hunger or thirst. For this reason, humanoids that live on the Astral Plane (such as the githyanki) establish outposts on other planes, often the Material Plane, so their children can grow to maturity.
A traveler in the Astral Plane can move by simply thinking about moving, but distance has little meaning. In combat, though, a creature’s walking speed (in feet) is equal to 3 x its Intelligence score. The smarter a creature is, the easier it can control its movement by act of will.
— Dungeon Master's Guide, Page 46
Ethereal Plane
The Ethereal Plane is a misty, fog-bound dimension. Its “shores,” called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Visibility in the Border Ethereal is limited to 60 feet The plane’s depths comprise a region of swirling mist and fog called the Deep Ethereal where visibility is limited to 30 feet.
Characters can use the etherealness spell to enter the Border Ethereal The plane shift spell allows transport to the Border Ethereal or the Deep Ethereal, but unless the intended destination is a specific location or a teleportation circle, the point of arrival could be anywhere on the plane.
Ether Cyclones
An ether cyclone is a serpentine column that spins through the plane. The cyclone appears abruptly, distorting and uprooting ethereal forms in its path and carrying the debris for leagues. Travelers with a passive Wisdom (Perception) score of 15 or more receive 1d4 rounds of warning: a deep hum in the ethereal matter. Travelers who can’t reach a curtain or portal leading elsewhere suffer the cyclone’s effect. Roll a d20 and consult the Ether Cyclone table to determine the effect on all creatures in the vicinity.
d20 Effect:
1-12: Extended journey
13-19: Blown to the Border Ethereal of a random plane (roll on the Ethereal Curtains table)
20: Hurled into the Astral Plane
The most common effect of an ether cyclone is to extend the duration of a journey. Each character in a group traveling together must make 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. Less often, a group is blown into the Border Ethereal of a random plane. Rarely, the cyclone rears a hole in the fabric of the plane and hurls the party into the Astral Plane.
— Dungeon Master's Guide, Page 48
Charm Person.png
Stone’s Endurance – Goliath Trait
You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
— Elemental Evil Player’s Companion – Page 11
 Monster Manual, Page 26-28

Monster Manual, Page 26-28

Heightened Spell – Sorcerer Metamagic Ability
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
— Player’s Handbook, Page 102
Bend Luck – Sorcerer Wild Magic Origin Ability
Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.
— Player’s Handbook, Page 103
Carrion Crawler Mucus (Contact)
This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
— Dungeon Master’s Guide, Page 258
Monster Manual, Page 84-85

Calendars of the Forgotten Realms

D&D Calendar in Excel

  continue reading

7 episodes

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