Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before becoming drive contrast refuges'.
Other Suggestions:
before becoming drive contract refugee
before becoming driven contact refuse
before becoming driven contrast refuge
before becoming drive contract refuges
before becoming drives contact refuse
Monsters
Phandelver and Below: The Shattered Obelisk
exposed to Far Realm energy, an otyugh mutate grows chitinous, jet-black plating over its limbs. The plates contrast sharply with the translucent, almost ghostly, appearance of its flesh, which provides
in this section are found in the preceding adventure, although other mutates exist. Some creatures are more prone to becoming Far Realm mutates, such as the cloaker mutate;cloaker and otyugh
Monk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
landscapes of the worlds of D&D, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous
nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants. For a monk, becoming an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Training and Asceticism Small walled cloisters dot the landscapes of the worlds of D&D, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek
monsters or tyrants. For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Training and Asceticism Small walled cloisters dot the landscapes of the worlds of D&D, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek
monsters or tyrants. For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who
Druid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.
Druid spells are oriented toward nature and
becoming a druid was part of your character’s destiny.
Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring
Paladin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
while you were at prayer? Did another paladin sense the potential within you and decide to train you as a squire? Or did some terrible event—the destruction of your home, perhaps—drive you to
your quests? Perhaps you stumbled into a sacred grove or a hidden elven enclave and found yourself called to protect all such refuges of goodness and beauty. Or you might have known from your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
some terrible event — the destruction of your home, perhaps — drive you to your quests? Perhaps you stumbled into a sacred grove or a hidden elven enclave and found yourself called to protect all such
refuges of goodness and beauty. Or you might have known from your earliest memories that the paladin’s life was your calling, almost as if you had been sent into the world with that purpose stamped on
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Halflings Folk think of elves as aloof and graceful, dwarves as fierce and hardy, and of gnomes — if they think of them at all — as clever and shy. Halflings, in contrast, have the reputation of
aspects of the two groups’ cultures make them distinct, but even without such trappings they are distinct due to a divergence in what seems to be a primal drive: to go or to stay. Lightfoot halflings are
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
fundamental conflict at the heart of Lorehold’s philosophy. This conflict revolves around the forces that underlie and drive history. Is the course of time driving toward a well-ordered ideal state or
—law, religion, economics, education, social class, and so on—and how those structures drive historical events. Order focuses on systemic changes and the actions of people collectively. The perspective
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
some terrible event — the destruction of your home, perhaps — drive you to your quests? Perhaps you stumbled into a sacred grove or a hidden elven enclave and found yourself called to protect all such
refuges of goodness and beauty. Or you might have known from your earliest memories that the paladin’s life was your calling, almost as if you had been sent into the world with that purpose stamped on
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Quest Goals To complete the Axeholm Quest, adventurers must kill or drive out all the monsters in the fortress. AXEHOLM FEATURES
In the dwarves’ absence, Axeholm has become a dark, sullen tomb
and handles.
Light. The walls are lined with torch sconces, but the torches burned down long ago. Adventurers require darkvision or their own light sources to see inside.
Stench. A foul stench lingers in Axeholm, becoming stronger as one gets closer to the resident ghouls.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
that could drive a weak-willed person to madness. It takes time for a character to learn to control their mark, and in time people may be hurt. If an aberrant mark grants fire bolt, the person who
carries it might have severely burned or even killed a loved one. Imagine having the power to cast charm person but being unable to control it and having people you care about suddenly becoming slavishly
Monsters
Fizban's Treasury of Dragons
dragon wyrmlings' scales are dull yellow-orange and have a cloudy or filmy look. As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from bright yellow to rich
drive the giant away.
2
An adult topaz dragon and an adult bronze dragon are finding their centuries-old enmity turning into a more romantic passion.
3
A djinni hopes to convince a topaz
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
ideas for how you might use the Heralds of the Comet to drive the action of an entire campaign. Heralds as an Adversary Use these ideas to inspire adventures that feature the Heralds of the Comet as
associates only with other initiates. The only way the person will talk to the characters is if the characters show (real or feigned) interest in becoming initiates themselves. Perhaps the person has
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, that change signaled a major shift in the devils’ tactics. Zariel’s fiery temperament and reckless maneuvering stand in stark contrast to Bel’s approach, which relied on his expertise in logistics and
and her court prefer to be left alone. She appears disinterested in becoming involved in the Blood War.
Tiamat’s presence in Avernus has confounded sages for years. As with devils, she is unable to
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
.
4 A shadow dragon wyrmling and a shadow demon have become unlikely companions as they compare and contrast their parallel evolutions.
5 Two shadow dragon wyrmlings of different dragon kinds
indistinguishable from the dragon’s other grim baubles.
4 An ancient shadow dragon courts Tiamat, enacting the Dragon Queen’s every demand in hopes of gaining her affection—and becoming her first shadow dragon consort.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
to drive the action of a campaign: Evil Cult. Wicked cultists infiltrate a peaceful realm to free an ancient evil entity trapped in a dungeon. Releasing the entity would surely spell the realm’s doom
symbolize the decadence and corruption of civilization, and mages are the classic villains of these settings. Magic items are therefore rare and often dangerous. Consider conflicts like these to drive the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
telepathy to politely instruct the intruders to leave the area. If the intruders behave threateningly or ignore its warnings, the magen tries to drive them away using suggestion spells, or failing that
, attacks them. Y19b. Ballroom Chamber music washes over you as you enter this ballroom. In contrast to the desolate, frozen ruins outside, a dozen people mill around in here, dressed in flowing silk
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to use humanoids as thralls, since they have a good balance of physical attributes and proper anatomy. Animals, in contrast, require a lot of direct oversight and lack the ability to use tools to help
fool of fools. Illithid brains are poisonous, and drive humans insane with a flood of memories at every bite. Er, ask me not how I know this.
— Elminster
Duergar Mind flayers have hated duergar
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
seeing the inside of the dragon’s home. This scenario also means an adult or older dragon has access to lair actions. In contrast, a dragon fighting outdoors can more easily fly out of reach of opponents
directs at least one attack each round at such a character.
4 The dragon tries to drive the characters off by emotionally hurting or humiliating them—threatening something they obviously care about
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
clockwise, completing one full rotation in 1 minute.
Storm. The clouds around the castle darken and churn, becoming rumbling thunderclouds over a period of 1 minute. Until then, the calm rune cannot
above). Rath Modar then uses his fly spell to escape. Characters Seize the Castle. If the adventurers befriend Blagothkus and drive off the cultists and the dragon, they may fly it anywhere, though
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
gently clockwise, completing one full rotation in 1 minute.
Storm. The clouds around the castle darken and churn, becoming rumbling thunderclouds over a period of 1 minute. Until then, the calm rune
). Rath Modar then uses his fly spell to escape. Characters Seize the Castle. If the adventurers befriend Blagothkus and drive off the cultists and the dragon, they may fly it anywhere, though they will
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
dedicated to preserving balance in the world. The group’s general aim is to prevent any single country, faction, or other organized group from becoming too powerful and overwhelming others. The
except the strange powers of the old hermit living in the nearby woods, which they regard with suspicion and mention only in whispers. By contrast, magic is common enough in the Free City of Greyhawk
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Villain In contrast to a villain who is a part of the characters’ everyday life, an otherworldly villain isn’t only anonymous but also fundamentally mysterious. It’s not just a question of who the
combines with curiosity to drive the adventurers to further exploration. When characters dig deeply into the mysteries of the world, your campaign benefits as they become more immersed in and attached to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
kingdoms in the North and the Heartlands, becoming the shield dwarves. Those who remained became the gold dwarves. Gold dwarf scholars point to Abbathor as the cause of this division, claiming that the
development, armies of gold dwarves returned to drive the drow from the region. At the site that would come to be known as the Great Rift, they shaped the underground canyons and passages to their needs, and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
beginning a great work. The best carvers are honored as the leaders and shamans of the tribe, and their hands are seen as holy — literally becoming the hands of Skoraeus Stonebones as they work. Of course
forced out from underground risks becoming lost in the realm of dreams, living ever after as a twisted version of its former self that the giants call a dreamwalker (see chapter 3 for more information on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
wooden chairs. The table stands out in stark contrast against the alabaster walls and floor. If they haven’t been drawn elsewhere, two of Manshoon’s followers are sparring and engaged in mock
other far corner, Manshoon’s spellbook rests atop a black marble lectern protected by an invisible helmed horror. The construct attacks anyone other than Manshoon who disturbs the book (becoming visible
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
with fine wine; the scents from the food and the wine fill the chamber. These refreshments have been set out to tantalize the giant into submitting to the jarl’s will and becoming his leman, but she
the party will cause her to fulfill her obligation as quickly as possible and depart. By contrast, she might strike up a long-term friendship with a party of good-aligned characters. Treasure. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Long Road. It’s clear that the giants mean no harm to the townsfolk. If the characters defeat the giants or drive them off before they can grab food, Tylandar Roaringhorn (NG male Chondathan human noble
harnessed horses or oxen can be driven through the water to bathe them, drive off flies, and let them drink. It also boasts a tanner, a smith, some horse dealers and trainers who keep extensive stables, and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
scriptoria to facilitate the copying of books becoming worn, binderies to repair the same, and even magical storage that preserve rare books from any further decay or damage. I’ve never made a detailed study
up the book, or pay an additional price to have it delivered. Spellbooks. In contrast, magical books of spells and formulae cost much, much more — a spellbook might be priced at thousands or even
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
is cleared of opponents. The headsman, by contrast, uses his axe after tossing one victim down the well. Treasure. The stakes of the game include six pieces of jewelry (worth 250 gp each) and ten
an illusion by making a successful DC 15 Intelligence (Investigation) check. On a successful check, the illusions fade for that character, becoming transparent enough to see through. Beyond the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
hallucinations that inevitably drive them to violence or death. Dreadful Visions. The madness of Belashyrra is tied to sight: images that can’t be unseen, horrific hallucinations, the fear of blindness and
often work with Dyrrn’s cults, many of which are obsessed with evolution—through the use of symbionts or by becoming an aberration. Those who worship the Stealer of Thoughts believe that Dyrrn will
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
commoner), has built up her business by becoming a trusted supplier to inns across the valley. She prefers not to know about “the dangers of the wilderlands” and “such nonsense as dark magic.” Nahaeliya
wagons from nearby farms. Farmers drive in from homesteads miles away to sell all manner of in-season produce, cheese, cider and cider vinegar, and last year’s pickled beets in jugs. On the other
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
overrun by insects or hives of similar creatures, likely manipulated by magic, otherworldly intelligence, or environmental factors to infest an area in countless numbers and drive out all competing life
items in the region temporarily lose their magical properties, becoming nonmagical for 1 hour. Artifacts are unaffected. When the items regain their magic, a creature’s attunement to any of them is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
encouraged Gorkoh to expand his Common vocabulary, with inconsistent results. Since becoming separated from Caerhan during a carrion crawler attack, Gorkoh has hidden here waiting for his mentor to return. He
to expand the sewer system beyond the prototype. But then creatures native to the plane of filth came through the gate in the wrong direction. After hiring mercenaries to drive the creatures back, the






