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Returning 35 results for 'been building distant certain released'.
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Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
creature trapped in its demiplane, that creature is released when the fractine splits, reappearing in an unoccupied space as close to the new fractines as possible.A fractine is a bizarre, two
surfaces substituting for the mirror needed to cast certain divination spells. While being used in this way, the fractine siphons magical energy from the spellcaster—not enough to cause harm
Monsters
Spelljammer: Adventures in Space
horrors are colossal, malevolent entities that occasionally slip the bonds of the Far Realm and find themselves adrift on the Astral Plane. Drawn to the light of distant stars, these creatures invade
they have certain qualities in common. Each one is roughly 100 feet long or tall, and its physical form is a seemingly impossible conglomeration of eyes, mouths, wings, tentacles, and less recognizable organs and appendages.Acid, Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, providing protection or advice.A Matron Mother’s Lair
The palace of a drow matron mother is her home and fortress. Sigils throughout the building allow the matron mother to use the following
into a solid object takes 1d6;{"diceNotation":"1d6","rollType":"damage","rollAction":"Telekinetic Throw","rollDamageType":"bludgeoning"} bludgeoning damage for every 10 feet moved. If released in midair, the creature takes falling damage as normal.
Sailor
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
distant line of the horizon, but the time has come to try your hand at something new.
Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval
relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Underdark armies arrayed against the followers of Lolth.
A Matron Mother’s Lair
The palace of a drow matron mother is her home and fortress. Sigils throughout the building allow the matron
","rollDamageType":"bludgeoning"} bludgeoning damage for every 10 feet moved. If released in midair, the creature takes falling damage as normal.Lolth’s Fickle Favor. The drow bestows the Spider
Monsters
Fizban's Treasury of Dragons
collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially
an end to the restriction.
4
An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before
Backgrounds
Baldur’s Gate: Descent into Avernus
the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.
Discuss the nature of the ship you previously sailed with your
you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route
Monsters
Mordenkainen Presents: Monsters of the Multiverse
remnant of celestial matter imbued with life-giving magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god&rsquo
ocean to the void of the Astral Plane. Anything on or within a certain distance of a morkoth’s isle is drawn with it in its journey through the planes. Thus, people from lost civilizations and
races
Strixhaven: A Curriculum of Chaos
Distant kin of giant owls from the Feywild, owlin come in many shapes and sizes, from petite and fluffy to wide-winged and majestic. Owlin have arms and legs like other Humanoids, as well as wings
some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature that has the
Backgrounds
Guildmasters’ Guide to Ravnica
.
2
A Boros soldier gives me gifts in exchange for information about other clans’ movements.
3
I once caught and released a Dimir spy.
4
I consult with a Golgari shaman for
joined the Cult of Rakdos.
9
A distant relative is trying to recruit me into the Selesnya Conclave.
10
I stopped a Simic biomancer from trapping wild beasts to perform vile experiments on them.
races
alongside complex designs for clockwork organs.
6
You were released after being petrified for generations. Your memories have faded, though, and your body isn’t what it once was.
7
themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature of the Construct type.
Reborn Traits
Backgrounds
Sword Coast Adventurer's Guide
You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable
again in ruins, Dove Falconhand decided to reform the group with the primary goal of building alliances and friendship between the civilized races of the world and goodly people in order to combat evil
Monsters
Fizban's Treasury of Dragons
existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks that highlight the unique nature of different worlds
adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back.
5
A cult devoted to a Great Old One of the Far Realm
races
Mordenkainen Presents: Monsters of the Multiverse
Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs’ souls. Centuries later, that
, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the
races
Mordenkainen Presents: Monsters of the Multiverse
The saurian lizardfolk are thought by some sages to be distant cousins of dragonborn and kobolds. Despite their resemblance to those other scaled folk, however, lizardfolk are their own people and
, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn
Monsters
Fizban's Treasury of Dragons
magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks
restriction.
4
An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back.
5
Monsters
Fizban's Treasury of Dragons
in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane
negotiate an end to the restriction.
4
An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Start Small When you first start building your campaign, start small. The characters need to know only about the city, town, or village where they start the game, and perhaps the nearby dungeon. You
might decide that the barony is at war with a nearby duchy, or that a distant forest is crawling with ettercaps and giant spiders, and you should note these things. But at the start of the game, the local area is enough to get the campaign off the ground. Follow these steps to create that local area:
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Start Small When you first start building your campaign, start small. The characters need to know only about the city, town, or village where they start the game, and perhaps the nearby dungeon. You
might decide that the barony is at war with a nearby duchy, or that a distant forest is crawling with ettercaps and giant spiders, and you should note these things. But at the start of the game, the local area is enough to get the campaign off the ground. Follow these steps to create that local area:
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Start Small When you first start building your campaign, start small. The characters need to know only about the city, town, or village where they start the game, and perhaps the nearby dungeon. You
might decide that the barony is at war with a nearby duchy, or that a distant forest is crawling with ettercaps and giant spiders, and you should note these things. But at the start of the game, the local area is enough to get the campaign off the ground. Follow these steps to create that local area:
Backgrounds
Guildmasters’ Guide to Ravnica
spellcasting, forming spirals that reflect the mathematical perfection of nature.
Suggested Characteristics
The bizarre science of the Simic Combine attracts a certain type of personality and encompasses
1
I helped create a krasis that I love like a pet and would carry with me everywhere … except it’s the size of a building, and it might eat me.
2
In my laboratory, I
Compendium
- Sources->Dungeons & Dragons->Divine Contention
the town, and the monsters lurking within the tower were released. A local adventuring party, the Swords of Leilon, died trying to stop them from spilling out into the town below. Since then, the
tower has been haunted by the ghosts of those who died within. Led by the wizard Gallio Elibro, forces from Neverwinter have recently rebuilt the tower for use as a garrison building. Gallio has repaired
Compendium
- Sources->Dungeons & Dragons->Divine Contention
the town, and the monsters lurking within the tower were released. A local adventuring party, the Swords of Leilon, died trying to stop them from spilling out into the town below. Since then, the
tower has been haunted by the ghosts of those who died within. Led by the wizard Gallio Elibro, forces from Neverwinter have recently rebuilt the tower for use as a garrison building. Gallio has repaired
races
Acquisitions Incorporated
.
Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant
When a verdan character gains an ability score improvement at certain levels, that increase can be tied to a physical mutation at the player’s determination. A boost to Strength might be
Compendium
- Sources->Dungeons & Dragons->Divine Contention
the town, and the monsters lurking within the tower were released. A local adventuring party, the Swords of Leilon, died trying to stop them from spilling out into the town below. Since then, the
tower has been haunted by the ghosts of those who died within. Led by the wizard Gallio Elibro, forces from Neverwinter have recently rebuilt the tower for use as a garrison building. Gallio has repaired
Compendium
- Sources->Dungeons & Dragons->Monster Manual
yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes’ aversion to fire.
Richard Luong
Compendium
- Sources->Dungeons & Dragons->Monster Manual
yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes’ aversion to fire.
Richard Luong
Compendium
- Sources->Dungeons & Dragons->Monster Manual
yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes’ aversion to fire.
Richard Luong
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
ceilings, the third floor has 8-foot-high ceilings, and the attic has 13-foot-high ceilings. Haunted Doors When Strahd enters the house later in this chapter, certain doors marked on the map become
the characters arrive. The cultists take oil lamps into the ritual chamber (area D38) when they gather there. The Mists When the characters enter Death House, the Mists surround the building and prevent
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Random Buildings Pulse-pounding chases and harrowing escapes within the confines of a town or city can sometimes force characters to dash into buildings. When you need to flesh out a building quickly
, roll on the Building Type table. Then roll on the table corresponding to that building to add further detail. If a roll makes no sense considering where the characters are (such as a lavish mansion
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Random Buildings Pulse-pounding chases and harrowing escapes within the confines of a town or city can sometimes force characters to dash into buildings. When you need to flesh out a building quickly
, roll on the Building Type table. Then roll on the table corresponding to that building to add further detail. If a roll makes no sense considering where the characters are (such as a lavish mansion
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
ceilings, the third floor has 8-foot-high ceilings, and the attic has 13-foot-high ceilings. Haunted Doors When Strahd enters the house later in this chapter, certain doors marked on the map become
the characters arrive. The cultists take oil lamps into the ritual chamber (area D38) when they gather there. The Mists When the characters enter Death House, the Mists surround the building and prevent
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
ceilings, the third floor has 8-foot-high ceilings, and the attic has 13-foot-high ceilings. Haunted Doors When Strahd enters the house later in this chapter, certain doors marked on the map become
the characters arrive. The cultists take oil lamps into the ritual chamber (area D38) when they gather there. The Mists When the characters enter Death House, the Mists surround the building and prevent
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Random Buildings Pulse-pounding chases and harrowing escapes within the confines of a town or city can sometimes force characters to dash into buildings. When you need to flesh out a building quickly
, roll on the Building Type table. Then roll on the table corresponding to that building to add further detail. If a roll makes no sense considering where the characters are (such as a lavish mansion
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
associate with different houses but have a common purpose. (See the “Building a Party” section below for suggestions on bringing together a party from different houses.) If the characters work for a single
Agent and various house heir backgrounds in chapter 2 suit characters in this campaign, giving them benefits and capabilities related to their house affiliation. Certain other backgrounds can reflect