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Returning 35 results for 'before bad druids construct realms'.
Classes
Xanathar's Guide to Everything
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural
alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are
Monsters
Mordenkainen Presents: Monsters of the Multiverse
carries is invisible with it.Xarrorn are specialists who construct weapons using a mixture of alchemy and psionics.
Duergar
Duergar are dwarves of the deep reaches of the Underdark and other sunless
realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a
Classes
Xanathar's Guide to Everything
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural
alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
of Greyhawk and the Forgotten Realms, druidic circles are not usually connected to the faith of a single nature deity. Any given circle in the Forgotten Realms, for example, might include druids who
.
Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
changes in the prevailing winds that they regarded as a bad omen.
Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air
. The eldest acts as leader with the support of a shaman.
AARAKOCRA IN THE FORGOTTEN REALMS
Never well established in Faerûn, aarakocra have only four major colonies: in the Star Mounts
Species
Mordenkainen Presents: Monsters of the Multiverse
creates a mystical bond between the giver and the receiver of a gift.
On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms, vast
in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
deactivated shield guardian that once served as a wizard’s bodyguard. The wizard died from extreme bad luck decades ago — he fell out of a tree during a particularly bad bout of blue mist fever, hit his
finds footprints in the dirt — evidence of nomadic tribes of goblins, grungs, and vegepygmies that revere the construct as a lesser god. They trim back the jungle vines and creepers that would
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Druids The druids of the Realms venerate nature in all its forms, as well as the gods of the First Circle, those deities closest to the power and majesty of the natural world. That group of gods
includes Chauntea, Eldath, Mielikki, Silvanus, as well as Auril, Malar, Talos, and Umberlee, for nature is many-sided and not always kind. Unlike clerics, who typically serve a single deity, druids revere
Species
Mordenkainen Presents: Monsters of the Multiverse
Centaurs gallop throughout the multiverse and trace their origins to many different realms. The centaurs presented here hail from the Feywild and mystically resonate with the natural world. From the
.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
ward off diseases if they are worn.
Don’t stand inside a ring of stones, mushrooms, or any other kind of circle.
Seeing a shooting star before a battle is bad luck. To ward it off, you must
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Circle of Dreams Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes
for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
cruel and capricious goddess who must be propitiated to avoid attracting her attention and interest in a negative way. Beshaba’s name is invoked when someone is beset by bad luck — which could be as
which good luck wouldn’t play a part but bad luck might. For example, someone rolling dice would invoke Tymora because they want random chance to fall in their favor, but someone about to cross a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, druidic circles are not usually connected to the faith of a single nature deity. Any given circle in the Forgotten Realms, for example, might include druids who revere Silvanus, Mielikki, Eldath, Chauntea
Circle of the Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Factions in Greyhawk Instead of the Forgotten Realms factions, the Flanaess has its own set of knightly orders, mage guilds, and elite societies that serve as power groups the player characters can
druids of the Flanaess belong to a great order known as the Old Faith. Each region of the continent falls under the purview of a Great Druid, who in turn oversees a hierarchy of lower-ranking druids
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
against the winery, antagonizing the wereravens like a bad neighbor. Five days ago, evil druids stole the third and final gem and bore it to Yester Hill (chapter 14). The wereravens launched a
counterattack on Yester Hill, hoping to get it back, but to no avail. The druids and their blights proved more than a match for the lycanthropes. Two days ago, the druids returned with a horde of blights and
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
reserved for deities. This chapter is filled with character options, treasure, and other ideas linked to the concepts of fate and destiny. It’s primarily aimed at clerics, druids, and paladins who have a
connection to the gods, especially gods of fate and destiny, such as the Greyhawk deity Istus, who created the original Deck of Many Things; Savras in the Forgotten Realms; the Dragonlance deity
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
for the group’s travels, and preserving the Vistani way of life. The Vistani have the power—some say gift—to travel through the mists that lead to forlorn realms within the Shadowfell known as the
believe that ravens carry lost souls within them. Hence, killing a raven is considered bad luck in Vistani culture.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should react to them. As a race, orcs
stones, mushrooms, or any other kind of circle. Seeing a shooting star before a battle is bad luck. To ward it off, you must swallow a stone. A tribute of elf ears brings favor from Gruumsh. If you bury
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. We’ve visited Waterdeep before, but not like this. Clever heroes will respect the city’s rules. Those who get on the city’s bad side are in for a rough time, as the City of Splendors is home to some of
the most powerful figures in the Forgotten Realms.
Charlie Sanders, a lifelong D&D player, brought his experience writing for television to the project by helping flesh out the story bible months
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
the Gatekeeper druids ultimately drove the daelkyr back and held them in check, the war so destabilized the Dhakaani Empire that it soon collapsed. Ruins of cities and fortifications built during the
dangers lurking there range from ancient traps and Construct guardians crafted by long-dead goblinoids to subterranean monsters that lair in the ruins. Adventures involving the remnants of the Daelkyr
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Druid Steward and Sage of Nature Habitat: Any; Treasure: Individual, Relics Cynthia Sheppard Druids use primal magic, traditional teachings, and bonds with animals and eldritch beings to guard the
travelers in navigating the realms of Beasts, Fey, or Plants. 3 A hermit who works alone to protect the lands, seas, or skies they call home. 4 A mender who travels the world healing natural, magical, or
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
projects, so the Free get involved to stop this practice and punish the perpetrators for their crimes. The Emerald Enclave Druid circles Athasian druids see themselves as guardians of the land and enemies
the druids. The Lords’ Alliance Templar bureaucracy The sorcerer-kings of the Tyr Region are bitter enemies of each other, so nothing like the Lords’ Alliance is possible. However, the templar
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of Cyre, or do they have other ideas for the nation’s future? For example, when an Aundairan player character meets a group of Eldeen druids, it’s an opportunity to exploit the bad blood between
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the road. Wild druids, wayward ghosts, and packs of wolves and werewolves haunt the Svalich Woods. Beliefs and Superstitions The Vistani have deep-rooted beliefs and superstitions that they pass down
who is undeserving of such punishment can have grave consequences for the one who utters such a curse. Ravens carry lost souls within them, so killing one is bad luck. (The ravens don’t carry souls within.)
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the
Collector Large Construct, Typically Lawful Evil
Armor Class 17 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 30 ft.
STR
21 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
5 (−3)
WIS
11
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the
Large Construct, Typically Lawful Evil
Armor Class 17 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 30 ft.
STR
21 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
5 (-3
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
evil warlord to bolster the ranks of a conquering army. These fearsome constructs obey their summoners until being dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector
Collector
Large construct, lawful evil
Armor Class 17 (natural armor)
Hit Points 189 (18d10+90)
Speed 30 ft.
STR
21(+5)
DEX
14(+2)
CON
20(+5)
INT
5(−3)
WIS
11
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
look at a diagram in a book. No mortal can verify whether Mount Celestia is sandwiched between Bytopia and Arcadia, but it’s a convenient theoretical construct based on the philosophical shading among
tree, literally or figuratively. For example, the Norse cosmology centers on the World Tree Yggdrasil. The three roots of the World Tree touch the three realms: Asgard (an Outer Plane that includes
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
kind of interface between the will of a spellcaster and the stuff of raw magic. The spellcasters of the Forgotten Realms call it the Weave and recognize its essence as the goddess Mystra, but casters
use arcane magic. The spells of clerics, druids, paladins, and rangers are called divine magic. These spellcasters’ access to the Weave is mediated by divine power—gods, the divine forces of nature, or
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Peace Domain Have these peaceful clerics even considered that they’re subverting a most holy system, one where bad decisions coincide with the teaching power of pain?
Tasha
The balm of peace
those who are driven to fight for the way of peace. Peace Deities Example Deity Pantheon Angharradh Elven Berronar Truesilver Dwarven Boldrei Eberron Cyrrollalee Halfling Eldath Forgotten Realms
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
“Reaver Ambush” encounter in chapter 3 and again for defeating Jolliver Grimjaw.
Dangerous Secret The character has been assigned to infiltrate the mysterious druids of the Circle of the Scarlet Moon
and discover their true plans. The circle supposedly knows ritual magic unknown to other druids. The character earns inspiration for discovering the truth behind the Rite of the Wicker Giant and again
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Scholars, wizards, druids, and bards of other races have different ideas about how halflings escape peril, suggesting that by virtue of something in their nature, they occupy a special place in the
off bad luck or to bring good fortune. Villages or even families might have superstitions observed by no one else, such as the following:
For a safe journey through a forest, leave a few seeds or a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
exemplify the idea that the Outer Planes are realms of thought and spirit. As with the Elemental Planes, one can imagine the perceptible part of the Outer Planes as a border region, while extensive
celestial creatures, including angels, couatls, and pegasi. The Lower Planes are the home of fiends: demons, devils, yugoloths, and their ilk. The planes in between host their own unique denizens: the construct race of modrons inhabit Mechanus, and the aberrations called slaadi thrive in Limbo.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
neutral. Neutral. (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Druids are traditionally neutral, as are typical
, such as thieves’ cant or the tongue of druids.
Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
happy.” Bond. “I would like to find someone—anyone—who isn’t afraid of me and who enjoys my company.” Flaw. “When I’m upset, I do bad things.” Pidlwick II
Small construct, neutral evil
Armor Class 14






