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Returning 35 results for 'before beyond danger century reflections'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
gnolls. Their noses can’t stand the scent of perfumes, and their ears can’t abide words spoken aloud in Celestial. They don’t cast reflections in mirrors unless they want to.
Unlike
-li was a fang of Yeenoghu, a powerful gnoll whose pack invaded Icewind Dale more than a century ago. When the gnolls’ wanton slaughter of reindeer herds threatened the survival of the Reghed
Species
Eberron: Rising from the Last War
the ballroom, someone who carries the Mark of Sentinel is prepared for danger.
House Deneith
Leader: Breven d’Deneith
Headquarters: Sentinel Tower (Karrlakton, Karrnath)
House Deneith was
forces, House Deneith brokers the services of a wide range of soldiers, including Valenar war bands and the goblins of Droaam. Beyond the battlefield, the Defender’s Guild provides exceptional
Backgrounds
Tomb of Annihilation
century old.
Suggested Characteristics
Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumored to contain
exploring is part of a plan to find the secret of everlasting life. (Any)
6
Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any)
d6
Bond
Monsters
Mordenkainen Presents: Monsters of the Multiverse
drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect
lead prey into danger or to infiltrate settlements so they can feed on superior victims.
Oblexes
By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind
Monsters
Mordenkainen Presents: Monsters of the Multiverse
memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour
except for a faint sulfurous smell. Oblexes use these duplicates to lead prey into danger or to infiltrate settlements so they can feed on superior victims.
Oblexes
By experimenting on the slimes
Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
“I have never imagined such beauty existed,” Goldmoon said softly. The day’s march had been difficult, but the reward at the end was beyond their dreams. The companions stood on a
insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They
Eye and Hand of Vecna
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable
premonitions of danger and, unless you are incapacitated, can’t be surprise;surprised.
If you start your turn with at least 1 hit point, you regain 1d10 hit points.
If a creature has a skeleton
Backgrounds
Sword Coast Adventurer's Guide
. The Knights of Myth Drannor once again ride the roads of the Dalelands, and they’ve begun to spread to the lands beyond. Their members, each accepted by Dove herself, are above all valiant and
honest.
Knights of the Silver Chalice. The Knights of the Silver Chalice was formed by edict of the demigod Siamorphe in Waterdeep a century ago. Siamorphe’s ethos is the nobility’s right
Monsters
Tomb of Annihilation
Chult, where he also met his wife, Alisanda. The ring halts its wearer’s natural aging and has allowed Artus to survive well beyond his natural lifespan. The ring also defies magical attempts to
presence in the party might put the characters in danger.
Artus Cimber’s Traits
Ideal. “The preservation of knowledge and history is important to me.”
Bond. “I long to be
Species
Mordenkainen Presents: Monsters of the Multiverse
Underdark and beyond.
Like other dwarves, duergar typically have a life span of 350 years.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a
of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live
Fighter
Legacy
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Classes
Basic Rules (2014)
skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery
combatants on battlefields and in dungeons alike.
Trained for Danger
Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively
Wizard
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
circle, bringing a whiff of brimstone from the otherworldly plane beyond.
Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
other wizard? Perhaps you’re simply eager to put your newfound magical skills to the test in the face of danger.
QUICK BUILD
You can make a wizard quickly by following these suggestions. First
Monsters
Princes of the Apocalypse
initiative count 20 of the next round. Creatures and objects within or beyond the smoke are heavily obscured. A creature that enters the cloud of embers for the first time on a turn or starts its turn
":"1d100","rollType":"roll","rollAction":"Lava Fountain Chance"} chance that characters in this area are close enough to an erupting lava fountain to be in danger. A lava fountain creates a vent 20
Backgrounds
Guildmasters’ Guide to Ravnica
proven to be a danger to them. The members of the enclave will shield you from the law or anyone else searching for you, though they will not risk their lives in this effort.
In addition, as a guild
always straining to peer into another reality that seems to be just beyond my senses.
5
I’m uneasy if I can’t see plants growing or feel soil beneath my feet.
6
Seeing illness
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
Variety in All Things
Humans are the most
traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers.
Hapless Soft Ones
At their core, lizardfolk view other humanoids with an indifference verging on
(secret), Jhank (hammer), Kepesk (storm), Kethend (gem), Korth (danger), Kosj (small), Kothar (demon), Litrix (armor), Mirik (song), Othokent (smart), Sauriv (eye), Throden (many), Thurkear (night), Usk (iron), Valignat (burn), Vargach (battle), Verthica (mountain), Vutha (black), Vyth (steel)
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Chapter 2: Creating an Archfey Archfey are among the most powerful beings in the Feywild. Consciously or unconsciously, they transform their Feywild homes into reflections of their desires and
complex personalities. Powerful archfey such as the Summer Queen and the Queen of Air and Darkness rule vast domains, and their influence is so great that their courts stretch beyond the borders of their
Species
Spelljammer: Adventures in Space
blossom into hard feelings, loud arguments, and head-butting contests, but they rarely escalate beyond that.
Creating Your Character
When you create your D&D character, you decide whether your
about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
; territory.
Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect
includes the worship of Nature as a primal force beyond personification, but also encompasses the worship of Beory, the Oerth Mother, as well as devotees of Obad-Hai, Ehlonna, and Ulaa.
In the worlds
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Exploring the Island This adventure presents Dragon’s Rest and three adventure locations in detail, but Stormwreck Isle holds the possibility of excitement and danger beyond those sites. While the
compendium
- Sources->Dungeons & Dragons->One-Shot Wonders: Holiday Adventure Pack
Beyond Its Borders Historically, the land’s greatest threat came from invading forces on its northwest border. A remote area known as the Grim Expanse still bears the scars of battle, even half a
century after a peace treaty brought years of protracted war to an end. To the east of Mirabilis, a winding coastline borders the Fantasian Ocean. Pirates, strange sea beasts and underwater populations
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Q48. Roof’s Edge Beyond a ragged edge of stone is a sixty-foot plunge to the rubble-strewn ground below. A few rafters stick out from beneath the stone. The edge of the roof is sturdy enough to walk
on, and not in danger of further collapse. It’s 20 feet down to area Q32, 40 feet down to area Q19, and 60 feet down to area Q4.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Chapter 2: Khorvaire Gazetteer Just one century ago, the Kingdom of Galifar spanned most of Khorvaire. Of course, we never tamed the lands beyond the Graywall Mountains or the jungles of the east
the world that lies beyond it, and the predominant faiths of Eberron. A Lyrandar airship ventures toward the dead-gray mist of the Mournland
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Caves of Chaos Beyond the Keep on the Borderlands hide the Caves of Chaos, a network of monster-infested caves where by a wicked cult lurks. Danger awaits foolhardy adventurers who enter the caves
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
beyond, reaching distant Zakhara, Kara-Tur, and even Maztica. His work focused on conjuration and elemental evocation, so he often kept elementals and genies for company. Xonthal prized solitude, so he
designed his tower and its surrounding hedge maze to deter intruders and unwanted visitors. Over a century ago, the wizard kicked his apprentices out and sealed the tower. No one knows what Xonthal has
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
beyond, reaching distant Zakhara, Kara-Tur, and even Maztica. His work focused on conjuration and elemental evocation, so he often kept elementals and genies for company. Xonthal prized solitude, so he
designed his tower and its surrounding hedge maze to deter intruders and unwanted visitors. Over a century ago, the wizard kicked his apprentices out and sealed the tower. No one knows what Xonthal has
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
this is the third version of this book I’m offering. I write one of these only every half-century, and if you think the purchase price isn’t worth the heaps of coin you’ll make by selling my work to
your customers, you’re a fool. Don’t want it? Don’t buy it.
– Gardorra Burr, to a Waterdhavian bookseller
West of the Sword Coast lies the Sea of Swords, and beyond that the Trackless Sea, a vast
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
communities and protect themselves from danger. From one generation to the next, they share stories of their past, of the distant lands of their ancestors, and of the unfulfilled promise of reunion
with ancestors left behind in a lost land. In Godsbreath, danger and beauty walk hand in hand. Along the southern coast, the murky, monster-stalked Nightwater Islands support tight-knit communities
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Chapter 2: Welcome To Khorvaire Just one century ago, Galifar was synonymous with Khorvaire. This map showed one great nation, harmonious and united. Perhaps that’s overstating things. Humanity
chapter provides an overview of the nations of Khorvaire, along with a glimpse of common life, magic, religion, and the world—and planes—that lie beyond it.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Arvandor into the world, bringing them down from the heavens to begin their mortal lives anew. A decade in which many elves are born across the world is thought to be a harbinger of danger that great
numbers of elves will be needed to withstand. In contrast, if an elven community goes a century or longer without a new birth, members take this as a sign that the community has stagnated and must disband
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Q’barra Capital: Newthrone Noted for Eberron dragonshards, rare herbs Q’barra is a young nation on the edge of Khorvaire, an untamed frontier filled with danger and opportunity. During the golden age
of Galifar, no human ever bothered to cross the Endworld Mountains to explore the vast jungle beyond. When the Last War broke out, a fleet of settlers came to Q’barra in search of a new home far from
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
-foot-high crawlway in the east wall is flush with the floor. At the far end of the hall, a rippling, transparent curtain of water fills a stone archway. Beyond the curtain, you see another hallway
holding them. Twelve painted figures line each hall, six on the west wall and six on the east wall, directly across from one another. Figures on facing walls are perfect reflections of each other
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
wooden turn-button. The door also bears a warning but, because the warning was drawn in chalk nearly a century ago, it is all but invisible now. It can be noticed with a successful DC20 Wisdom
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Divine Intervention In some campaigns, gods are fond of meddling in mortal affairs, and heroes sometimes call on the gods for aid beyond what divine magic ordinarily provides. The gods sometimes also
. The gods can tell characters to do things and even threaten to punish them if they don’t do things, but the gods can’t control mortal actions. Don’t Eliminate Risk and Danger. The intervention of a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Warlock You think me mad? I think true insanity is being content to live a life of mortal drudgery when knowledge and power is there for the taking in the realm beyond.
— Xarren, herald of Acamar
danger and end their research, a warlock plunges ahead, heedless of the cost. Thus, it takes a peculiar mixture of intelligence, curiosity, and recklessness to produce a warlock. Many folk would describe






