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Returning 35 results for 'before beyond defusing connect raised'.
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Monsters
Mythic Odysseys of Theros
memories into the ancient stone, covering their territories with intricate reliefs and massive statues of bygone ages. Some linger near ancient temples and palaces, ruins they once raised to the gods or
beards, frozen skin, hair crackling with lightning, or other primal incarnations.
Beyond these primal giants, though, other giants fill the tales of Theros.
Species
Eberron: Rising from the Last War
allows the bearer to keep a place clean, and to heat, chill, and season food. But it also helps the bearer connect with others.
House Ghallanda
Leader: Yoren d’Ghallanda
Headquarters: Gatherhold
beyond providing creature comforts to travelers. Every one of the house’s enclaves—which are more numerous than those of any other dragonmarked house—is a sanctuary beyond the legal
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
naming conventions. As if to emphasize that they don’t really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names
.
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
Monsters
Waterdeep: Dungeon of the Mad Mage
casting elder runes on them. Halaster’s gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as
master of Undermountain, Halaster can alter the entire dungeon to some extent. His lair actions and regional effects don’t extend beyond Undermountain.
Lair Actions
On initiative count 20
Half-Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
exult along with him or shiver with fear and loathing.
Beyond the rage of Gruumsh, half-orcs feel emotion powerfully. Rage doesn’t just quicken their pulse, it makes their bodies burn. An insult
of great kindness and compassion.
Half-Orc Names
Half-orcs usually have names appropriate to the culture in which they were raised. A half-orc who wants to fit in among humans might trade an orc
Magic Items
Lost Laboratory of Kwalish
Stored in a leather pouch, this unique deck contains twenty-two colored cards made of some strong but unknown metal, each of which features a design printed as a mosaic of raised dots. Before you
already been claimed, you gain an equivalent hoard.
Idiot. Reduce your Intelligence by 1d4 + 1 (to a minimum score of 1) for the duration of the adventure. You can draw one additional card beyond
Magic Items
Waterdeep: Dragon Heist
the staff’s wishes, the staff ceases to function until it finds a worthy inheritor — someone whose loyalty to Waterdeep is beyond reproach.
Spirit Trap. When the Blackstaff dies, the
spirit of that individual becomes trapped in the staff along with the spirits of the previous Blackstaffs. (A Blackstaff whose spirit is trapped in the staff can’t be raised from the dead
Bard
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic
. Perhaps you had a secure and mundane childhood. There’s no good story to be told about that, so you might paint yourself as an orphan raised by a hag in a dismal swamp. Or your childhood might be
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Introduction: Infinite Doors to Adventure The multiverse is everything known and everything beyond. Encompassing worlds planes, life, and death, the multiverse’s infinite infinities brim with wonder
, terror, secrets, and—above all—possibility. Every D&D adventure takes place in the multiverse. Beyond the lone worlds of the Material Plane are countless other realities and the paths and portals
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
scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of
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
Monsters
Fizban's Treasury of Dragons
hoard contains that conflict’s most significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor
, the largest cavern serves as the dragon’s sleeping chamber. A raised section studded with sapphire crystals offers a vantage from which the dragon can keep an eye on the chamber’s access
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K2. Center Court Gate Two gates, one north of the keep and one to the south, prevent easy access to what lies beyond them. A massive wall juts out to connect the outer walls of the castle with the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
37. Portcullis This tunnel is blocked by a rusty iron portcullis that can be forcibly lifted with a successful DC 20 Strength (Athletics) check. Otherwise, the portcullis can be raised or lowered by
turning a wooden wheel half-embedded in the east wall of area 38. (The wheel is beyond the reach of someone east of the portcullis.) The floor around the portcullis is submerged under 2 feet of murky water.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Adventurers and Organizations At the start of a campaign, backgrounds are a great way to connect adventurers to your world. As the game progresses, though, background ties often become less important
. Factions and organizations aimed at player characters are a way to keep higher-level adventurers connected to your world, providing ties to key NPCs and a clear agenda beyond individual gain. In the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
22. Tower Entrance The double door to the north pushes open to reveal area 19 beyond. Creatures that head north through the doorway get no sense that they’re leaving Halaster’s extradimensional tower
and returning to Undermountain. This room, which has several other doors leading away from it, contains the following features: Statue. Standing atop a raised stone dais in the middle of the room
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the roads, including trade routes leading beyond the village and roads that connect outlying farms to the village center. Note the location of the village center. If the adventurers visit specific
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
How to Use the City A bustling city like Greyhawk can serve the following important functions in a campaign. Background Connections Use the backgrounds of the characters to connect them to people and
places in the city. These connections help the players feel like Greyhawk is their characters’ home—or will quickly become their new home. A character who was born and raised in Greyhawk might have
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
arch are two statues of dwarves offering a greeting. Beyond the archway is an open courtyard with a statue on a raised platform in the center. All these features have been chiseled out of the side of
to be stealthy, the guards are here, talking quietly in Dwarvish. In the latter case, the faint sound of hammering can be heard from somewhere beyond the courtyard (see area D7).
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
abandoned keeps that connect to an underground fortress once part of an ancient dwarven kingdom. Within those chambers are the remnants of a temple built by drow worshipers of Elemental Evil. Each of the
nodes, places where the Elemental Planes connect to the Material Plane. The cults draw elemental creatures through the nodes, and they use elemental magic to create devastation orbs capable of ravaging
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
after the characters learn the most essential information. If the players persist beyond that point, their efforts prove fruitless, and the librarians or their assistants suggest there is no more they
information about Araj. The last favor the library provides for the adventurers is to have the tunnel out directly connect with routes leading to the characters’ desired destination, whether that
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Concord Jewels The Radiant Citadel, Which drifts through the depths of
the Deep Ethereal, is a beacon of possibility and adventure Beyond the Radiant Citadel drift the Concord Jewels, which connect
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
magnificent bridge arcs into the air, stretching high above the trees and over the sea beyond. The span soars without supports, its path bending in serpentine curves that stretch into the distance. The
bridge is over a hundred feet wide, and statues of stern, draconic creatures adorn it.
Flames Everlasting is typical of the skybridges that connect the islands of the Dayawlongon archipelago, though
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Concord Jewels The Radiant Citadel, Which drifts through the depths of
the Deep Ethereal, is a beacon of possibility and adventure Beyond the Radiant Citadel drift the Concord Jewels, which connect
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
known as patriars and grew wary of the influx of strangers settling beyond their walls. The creation of various additional taxes on trade and travel led to violence breaking out between the Upper City
noted warrior raised in the area, returned home from exploits abroad. Seeing the chaos that had splintered his beloved city, Eltan united the city’s independent mercenary companies under a single
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
beyond any fines imposed) from anyone convicted by a magister, per conviction 1 dragon per conveyance leaving the city, empty or full 5 dragons per ship that touches dock in Waterdeep (except for city
household) raised to directly pay for needed repairs or expansions A lance tax raised to provide a payroll for mercenaries hired by the city when required (usually 1 shard per household each tenday until the Lords repeal the tax)
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
the secret door. The door can be opened by stepping forcibly upon an obvious cobblestone that is slightly raised from the floor. The door has two facing panels that pivot inward when it is opened
in at either the top or the bottom of this secret panel causes the opposite end to swing outward, providing enough space to crawl through into the secret passage beyond.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Nursery Infant githyanki are brought to the crèche shortly after birth and raised in this nursery until they are old enough to undertake their training. 16a. Sleeping Area Children. Forty
githyanki infants (noncombatants) sleep in crystal cradles arranged in five rows of eight.
Window Slits. Four 2-foot-long, 6-inch-wide window slits reveal the starry void of space beyond.
A creature
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
-embrace as you make your presence known. At the back of the stage, musicians stare in shock but continue playing.
The audience area beyond is a profusion of colorful parasols held by people wearing
expensive clothes, all watching the performance with rapt attention.
Sitting on a raised dais in the center of the crowd is the White Jade Emperor, dressed in magnificent yellow and gold robes
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Rubina Larkingdale Lawful Neutral Human First Year (Silverquill)
When Rubina walks into a room, people take notice. A measured performer with gravitas beyond her years, Rubina is a valued member
raised eyebrow, she can quiet even the most raucous orchestra sections.
Extracurriculars: Playactors Drama Guild, Strixhaven Show Band Association
Job: None
Bond Boon: Rubina’s gravitas has
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
).
Secret Door. A secret door leading south is obvious from this side (no ability check required). It has two eye-holes bored into it at a height of 5 feet, allowing a creature to peer into area 2a beyond
the ceiling connect to shop cellars in the city above. These passages carry voices from Waterdeep, but the sound is distorted so badly that words at one end can’t be discerned by creatures at the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
known as patriars and grew wary of the influx of strangers settling beyond their walls. The creation of various additional taxes on trade and travel led to violence breaking out between the Upper City
noted warrior raised in the area, returned home from exploits abroad. Seeing the chaos that had splintered his beloved city, Eltan united the city’s independent mercenary companies under a single
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Painted on the slab is the image of a gaunt male humanoid wearing a hooded cloak, its face a mask of stars. The figure’s withered left hand is raised with palm extended.
The stone slabs are impervious
extended, both slabs open at the same time, regardless of any efforts taken to prevent them from doing so. When this happens, read: The slab sinks into the floor, revealing a dusty passageway beyond
Monsters
Fizban's Treasury of Dragons
significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor.
3
I secretly look forward to
sleeping chamber. A raised section studded with sapphire crystals offers a vantage from which the dragon can keep an eye on the chamber’s access points. The dragon’s most valuable treasures
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
3. False Entrance After 20 feet, a puzzle door sealing off a small chamber beyond blocks this false entrance into the tomb. A short tunnel ends at a slab of worked stone, whose edges are marked by
the tunnel for traps spots the raised stone block with a successful DC 16 Wisdom (Perception) check. The weight of the block makes it impossible to hinder its descent. Any character who examines the






