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Returning 21 results for 'before bane defusing crackling realms'.
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Classes
Tasha’s Cauldron of Everything
chaotic multiverse.
Order Deities
Example Deity
Pantheon
Aureon
Eberron
Bane
Forgotten Realms
Majere
Dragonlance
Pholtus
Greyhawk
Tyr
Forgotten Realms
Wee Jas
Greyhawk
Classes
Tasha’s Cauldron of Everything
chaotic multiverse.
Order Deities
Example Deity
Pantheon
Aureon
Eberron
Bane
Forgotten Realms
Majere
Dragonlance
Pholtus
Greyhawk
Tyr
Forgotten Realms
Wee Jas
Greyhawk
Monsters
The Book of Many Things
, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14):
At will: Bless, Guidance, Silent Image
1/day each: Bane, Bestow Curse, Divination, Scrying (as an
action again.Fate hags are servants of destiny that mostly reside in the Feywild and Shadowfell or near crossings to those realms from the Material Plane. The aspects of fate to which a fate hag is most
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as
.
EXCELLENT AMBASSADORS
Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
privateers, cursed treasure hunters, and others who seek riches and fame on the seas. Pirates might be allies, foes, wild cards, or some combination thereof. While they are the bane of merchants and
coastal communities, they know secrets of the sea and how to avoid aquatic threats. More unusual pirates set their sights beyond the waves, using airships, spelljamming vessels, plane-shifting craft, or stranger vehicles to explore and raid incredible realms.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Baldur’s Gate The city of Baldur’s Gate (BAWL-durz GATE), in the Forgotten Realms setting, is a teeming metropolis haunted by the lingering influence of three evil gods (Bane, Bhaal, and Myrkul) who
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The Forgotten Realms Dozens of deities are revered, worshiped, and feared throughout the world of the Forgotten Realms. At least thirty deities are widely known across the Realms, and many more are
worshiped locally, by individual tribes, small cults, or certain sects of larger religious temples. Deities of the Forgotten Realms Deity
Alignment
Suggested Domains
Symbol
Auril, goddess
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
manner, law weaves a web of obligations that create order and security in a chaotic multiverse. A cleric harnesses divine power Order Deities Example Deity Pantheon Aureon Eberron Bane Forgotten
Realms Majere Dragonlance Pholtus Greyhawk Tyr Forgotten Realms Wee Jas Greyhawk Domain Spells 1st-level Order Domain feature You gain domain spells at the cleric levels listed in the Order Domain
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, regardless of alignment. In the Forgotten Realms, a person might propitiate Umberlee before setting out to sea, join a communal feast to celebrate Chauntea at harvest time, and pray to Malar before going
Life, War
Dragon’s head, in profile, facing left
Bane, god of war and conquest
LE
War
Claw with three talons pointing down
Corellon, god of magic and the arts
CG
Light
Eight
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Cultists of the Dead Three The Dead Three are evil adventurers named Bane, Bhaal, and Myrkul who long ago quested to become gods. They succeeded but grew even more ambitious. They tried to seize the
allowed them to be reborn. While the Sundering saw the other gods of the Forgotten Realms withdraw their direct influence from the world, the Dead Three remained behind in mortal form as quasi-divine
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
origin for an area of effect (described below). Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a
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
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Fate Hag Fate hags are servants of destiny that mostly reside in the Feywild and Shadowfell or near crossings to those realms from the Material Plane. The aspects of fate to which a fate hag is most
spellcasting ability (spell save DC 14):
At will: Bless, Guidance, Silent Image
1/day each: Bane, Bestow Curse, Divination, Scrying (as an action)
Legendary Actions
The hag can take 3
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Nonhuman Deities Certain gods closely associated with nonhuman races are revered on many different worlds, though not always in the same way. The nonhuman races of the Forgotten Realms and Greyhawk
. Individual clans and kingdoms of dwarves might revere some, all, or none of these deities, and some have other gods unknown (or known by other names) to outsiders. Deities of the Forgotten Realms Deity
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Mysterious Visitors The details of this adventure hook assume that your D&D campaign is based in or near Daggerford, a town on the Sword Coast in the Forgotten Realms, but you can change the location
see a dozen men and women gathered around a crackling bonfire. The folk are in good spirits. A few of them sing and dance around the fire while others find happiness in their flasks and wineskins. Three
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, planar travelers came to recognize that many of the realms and layers of the multiverse are configured in multiples of three. It is possible that plane-traveling hags learned of this planar-based
level (4 slots): bane, bless 2nd level (3 slots): augury, detect thoughts 3rd level (3 slots): clairvoyance, dispel magic, nondetection 4th level (3 slots): arcane eye, locate creature 5th level (2 slots): geas, legend lore 6th level (1 slot): true seeing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Sign of Ill Omen Prerequisite: 5th level You can cast bestow curse once using a warlock spell slot. You can’t do so again until you finish a long rest. Thief of Five Fates You can cast bane once using
, whenever you take the Attack action on your turn. Visions of Distant Realms Prerequisite: 15th level You can cast arcane eye at will, without expending a spell slot. Voice of the Chain Master
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
nations, a tremendous, forbidding jungle, and all manner of lands destroyed or transformed by magical cataclysms and upheavals. Amid the ruin and the distress in these realms are signs of renewal and
good works disappear within a generation or two. In some cases, one of these realms is fortunate to be saved from its inevitable decline by another group of successful adventurers, who inject enough
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
A Long History (in Brief) “There shall come a time when our city and its deepwater bay shall grow in fame and fortune across many realms and many worlds. Folk shall know of Waterdeep, our City of
have learned little more. As all know, the crisis began with the theft of the Tablets of Fate by the vile and ambitious gods Bane and Myrkul, later joined by Bhaal. These mystic artifacts supposedly
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
) with blue and gray coloring soaring
10 1 lightning hulk* (attitude: 1d8) crackling in a jagged path
11 1d3 air elemental myrmidons† (attitude: 1d6) on high alert
12 1 elder tempest
have turned from the gods of the Ordning to serve fiends (as described in chapter 2), where the ancient magic of long-fallen realms of giants opened portals to the Lower Planes (either intentionally
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
neighbors at arm’s length. Purple worms are their greatest bane, because a hungry worm chews through everything it encounters, including the giants’ finest carvings and sculptures. Xorns are among
realms of the storm giants, which maintain a constant watch for the all-important signs. In ages past, when giant dynasties reigned, the signs that accompanied the leader of them all were clear and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Companion. A successful DC 10 Intelligence (Investigation) check made to study the mist reveals that it pulsates in sync with the crackling energy of the corrupted Companion. Any creature that enters
. Above an empty dais, the wall is covered with a mosaic shaped from colored chips of bone, artfully arranged to depict scenes of funerals, the migration of souls, and the celestial realms. Lettering






