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Returning 29 results for 'been before devils comfort religion'.
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Classes
Player’s Handbook
, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather
, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.
Warlocks view their patrons as resources, as means to the end of achieving magical
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Lord of the Ninth, the leader of all devils of the Nine Hells. People know devils to be iron-minded and silver-tongued purveyors of temptation, whose price for their boons can be as dear as one’s
soul. It’s said that when a soul waits on the Fugue Plane for a deity to take it to its appropriate afterlife, devils approach the soul and offer it a chance at power and immortal pleasures. All a soul
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
group consists of two bearded devils and four spined devils. Unsubtle brutes, these creatures have parked themselves in the middle of each bridge to maintain a vigilant watch. Taking them on is a tough
fight, but the characters might have a trick up their collective sleeves. Holy Runes Any character trained in Arcana, History, or Religion recognizes that the runes etched into the stonework of each
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Gideon Lightward Gideon Lightward was a priest of Lathander who served Elturel and his deity proudly. Zariel saw that his fervor could be an asset to her, so she sent devils to corrupt him in the
months leading up to the fall of Elturel. The devils posed as angels, offering Gideon increased power if he would dedicate himself to fighting the ever-present threat of demons. Gideon slowly gave up his
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
bonds of trade that united and diversified them. As the civilizations of Krynn rebuilt, and new societies arose, the world learned to live with a jarring truth: the gods were truly gone. Religion on Krynn
comfort. Some of these new faiths were founded by charlatans, others by zealots. Some claimed the names of the gods, others dismissed them entirely. In this radically changed world bereft of immortal insight, truth became subject to conjecture, even among Krynn’s most dedicated scholars.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Intimidation, Investigation, Nature, or Religion Weapon Proficiencies Simple weapons Armor Training Light armor Starting Equipment Choose A or B: (A) Leather Armor, Sickle, 2 Daggers, Arcane Focus (orb
Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Charisma Skill Proficiencies Choose 2: Arcana, Deception, History, Intimidation, Investigation, Nature, or Religion Weapon Proficiencies Simple weapons Armor Training Light armor Starting Equipment
, demons, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power. Warlocks view their patrons as resources, as means to the end of achieving
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
use them to guide what sort of adventures you’ll create. Content and Themes Questions Start your survey by listing common story and horror elements to determine your players’ comfort with them. The
Romantic in-character dialogue Themes of mental and physical health involving the body and the mind Real-world religion and politics, or analogs of them Topics related to real-world social or cultural
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
ministrant with a staff of knights and syndics. These sites are centers of commerce clothed in the trappings of religion, where lowly borrowers come to seek atonement for their sins — atonement that is
, ordered life amid the chaos — for a price. The Orzhov believe that adherence to hierarchy is the key to success, and they find great comfort in the rigid structure of their guild. To boost their
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
only in the comfort of their homes. The Sunweaver Most Sangarians revere the Sunweaver—or pretend to. Locally, the Sunweaver’s faith uses an upright torch topped with a blazing sun as its symbol
, though its ranks contain both tender-hearted civil servants and disciplinarians who relish chastising citizens for misdemeanors. Names Sangarian names are drawn from lineage, religion, and literature
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
)
CON
14(+2)
INT
16(+3)
WIS
17(+3)
CHA
18(+4)
Saving Throws Con +6, Wis +7
Skills History +7, Insight +7, Persuasion +8, Religion +7
Damage Immunities poison
Condition
other devils. It remains for 1 minute, until it or Victoro dies, or until Victoro dismisses it as an action.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
’ comfort. Characters who stay in this area for more than 1 hour suffer the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide). 12a. Arch Gate Ceiling. This room has a 30-foot-high, domed
his head. A character who succeeds on a DC 15 Intelligence (Religion) check recognizes the old man as a representation of Bahamut, the god of good dragons, in human form, and the seven canaries as his
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
of Elturel’s people, the cathedral was magically transformed when Elturel was pulled into Avernus. Now its artwork is a testament to the devils’ superiority and strength, showing scenes of mortals
into the grand foyer have been broken open by the invading devils (see “Cathedral Assault”) and remain ajar. Four guards lie dead in the doorways, eviscerated by one of those devil-led groups. H2
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
whom? Did you join an organization, such as a guild or religion? If so, are you still a member of it? What elements of your past inspire you to go on adventures now? Choose Languages Your character knows
Devils of the Nine Hells Primordial* Elementals Sylvan The Feywild Thieves’ Cant Various criminal guilds Undercommon The Underdark *Primordial includes the Aquan, Auran, Ignan, and Terran dialects. Creatures that know one of these dialects can communicate with those that know a different one.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
an organization, such as a guild or religion? If so, are you still a member of it? What elements of your past inspire you to go on adventures now? Choose Languages Your character knows at least three
let a character learn a rare language. Rare Languages Language Origin Abyssal Demons of the Abyss Celestial Celestials Deep Speech Aberrations Druidic Druidic circles Infernal Devils of the Nine
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
stacks of wooden crates — one in the middle of the room and another by the south wall.
The topmost crate in the middle of the room contains three spined devils that spy on this area through knotholes
in the crate’s sides. These devils burst forth and attack intruders on sight. The other crates in the middle of the cellar contain dried meat, loaves of bread, wheels of cheese, and other assorted
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
26 (+8)
CHA
28 (+9)
Saving Throws Str +19, Dex +9, Wis +17
Skills Arcana +17, Perception +26, Religion +17
Damage Immunities acid, cold, fire, lightning, poison; bludgeoning, piercing
willing to make at least part of this sacrifice of blood if the characters ask her. Crokek’toeck appears near Elturel within 1 hour of the first drop of blood being shed. All nearby devils immediately
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
forming a spectral shadow of the soul. The light shed by an undying doesn’t generate heat, but it provides a sense of warmth and comfort. The most powerful of the undying can separate their spirits
)
Saving Throws Con +6, Int +7, Wis +9
Skills Arcana +7, History +11, Insight +9, Perception +9, Religion +7
Damage Vulnerabilities necrotic
Damage Immunities poison, radiant
Condition
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Eagletalon. A successful DC 10 Intelligence (Arcana or Religion) check made to study the carved pillars reveals that a pillar can be empowered with radiant energy if the name of the hero it represents is
trodden on, but the scene it shows is still recognizable. A successful DC 10 Intelligence (History or Religion) check allows a character to recognize the scene as showing Torm presenting the Helm of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, research and remove complex curses, and comfort those who have glimpsed otherworldly horrors of sinister realms. Althax Darkfleece (bariaur wanderer with an Intelligence of 17; see Morte’s Planar
-o’-wisps: devils pawning stolen souls to rule-bending angels, interplanar fences selling stolen modron parts, demodands advertising jars of their liquefied cohorts as instant bodyguards, and the like
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Stain • Lord’s Favor • Little Dagger • Mother Tongue • Cold Comfort • Summer Gold • Widow’s Wake
Reservation on Hold. The three people at the table nearest the door include Luna and Thalen (CG female
fidgets with the medallion she wears, especially when trying to remember something. A DC 12 Intelligence (Religion) check notes that priests often wear such medallions, engraved with their holy symbol
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-building, beast taming, mining, smelting, forging, and religion. If the tribe has any spellcasters, this caste includes them. Lashers follow the lead of the tribe’s boss, and enforce their will on
large chambers and a few smaller ones, with tunnels connecting them. In such a place, the tribe can protect its most valuable assets while providing for a modicum of comfort. Most lairs have only a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
hoards too large to defend, they can store excess treasure in secure vaults beneath the Bank of Abbathor. The guarded rows of armored doors are pure theater, empty repositories designed to comfort
creatures in possession of the corresponding portal key, each vault door leads to a demiplanar dungeon that guards the riches deposited within. Hoard of Directors. Ancient dragons, mighty devils, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
with the image of a golden sun on its outside. Characters who succeed on a DC 10 Intelligence (Religion) check recognize it as the holy symbol of Siamorphe, demigod of nobility. Gilded mirrors and
Room Lady Cassalanter’s attendant, Tissina Khyret (see “Head Servants”), spends most of her time here when she’s not with her mistress. The room is furnished for comfort and includes overstuffed
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
provide comfort for off-duty guards.
The room includes a table and chairs for eating, a couch and several chairs for lounging, and a privy. A trunk on the east wall contains a dozen spare guard
surviving bargains with devils. Eight for Dinner (first edition, signed by the author) is a murder mystery in which an inquisitive mind flayer detective solves a murder aboard a planar locomotive called
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
carry no treasure. G9. Parlor Urstul Floxin was confined here when he returned to the villa, but shortly thereafter he killed his guards and escaped. The room is furnished for comfort and contains dainty
fact that the Gralhunds forged pacts with devils in years past, giving rise to a strain of tieflings. All such members of the house were sent to live on a Gralhund estate in Yartar, a city far to the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
+3, Insight +5, Perception +5, Religion +4
Senses passive Perception 15
Languages Common, Elvish, Infernal
Challenge 1/8 (25 XP)
Dark Devotion. Thurstwell has advantage on saving throws
can see this area: An iron-wrought chandelier hangs above a black oak dining table surrounded by eight high-backed chairs carved to look like devils. A fireplace dominates one wall, flanked by red
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, mirrorlike ceiling high above. The columns are carved in the likeness of two alluring yet imposing devils whose eyes seem to follow you. Ruddy light filters into the room from somewhere beyond the
and Fierna, joint rulers of the fourth layer of the Nine Hells. A character who succeeds on a DC 20 Intelligence (Religion) check recognizes the archdevils and the plane on which the hall resides. A
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bereft of decor. Carved into each of its three doors is a full-figure depiction of one of the Dead Three. A character recognizes all the figures with a successful DC 10 Intelligence (Religion) check. East
from Tiamat’s hoard on Avernus. This treasure was brought to Baldur’s Gate by devils in league with Zariel, and was given to the Dead Three cultists by Amrik Vanthampur on behalf of his mother, Duke






