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Returning 17 results for 'before bigger defusing crossings realms'.
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Monsters
The Book of Many Things
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
Monsters
Spelljammer: Adventures in Space
damage.
Spellcasting. The neogi casts one of the following spells, using Charisma as the spellcasting ability:
1/day each: dimension door, invisibilityA neogi void hunter is bigger than a typical adult
Material Plane, as well as on the Astral Plane and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulk;umber
Half-Elf
Legacy
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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
races
Player’s Handbook
Xen’drik.
High Elves
High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For
example, they call themselves sun or moon elves in the Forgotten Realms setting, Silvanesti and Qualinesti in the Dragonlance setting, and Aereni in the Eberron setting.
Wood Elves
Wood elves carry
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Shadow Crossings Similar to fey crossings, shadow crossings are locations where the veil between the Material Plane and the Shadowfell is so thin that creatures can walk from one plane to the other
. A blot of shadow in the corner of a dusty crypt might be a shadow crossing, as might an open grave. Shadow crossings form in gloomy places where spirits or the stench of death lingers, such as
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->Dungeon Master’s Guide
Undead haunt this bleak plane, as do other creatures that thrive in the gloom, including cloakers and darkmantles. Julian Kok The Shadowfell is a realm of death, despair, and dread Shadow Crossings Shadow
crossings are locations where the veil between the Material Plane and the Shadowfell is so thin that creatures can pass from one plane to the other. A blot of shadow in the corner of a dusty crypt
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
day, with fluttering butterflies and a riot of colorful flowers, the lands of the Summer Court mimic the trappings of courtly life in some realms of the Material Plane. The residents of this court wear
elegant clothing and value elaborate ceremony and ritualized etiquette, and the Fey are quick to shun those who flout the Summer Court’s baroque rules. Fey Crossings Fey crossings are places of
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
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
wilderness of the Realms one can still find connections to the Feywild. These are fey crossings, places of mysterious natural beauty in the world that have a near-perfect mirror in the Feywild. You can pass
Patrons in the Realms The gods are far from the only forces at work in the Realms, and ambitious warlocks have many potential patrons able to offer them arcane power. The Archfey In the vast
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. High Elves High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For example, they call
themselves sun or moon elves in the Forgotten Realms setting, Silvanesti and Qualinesti in the Dragonlance setting, and Aereni in the Eberron setting. Wood Elves Wood elves carry the magic of primeval
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For example, they call themselves sun
or moon elves in the Forgotten Realms setting, Silvanesti and Qualinesti in the Dragonlance setting, and Aereni in the Eberron setting. Wood Elves Wood elves carry the magic of primeval forests within
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. ELVES OF MANY REALMS
Created by the god Corellon, the first elves were Fey
, each group of elves mystically took on characteristics of the environment with which they bonded, whether forests (wood elves), fey crossings in the Material Plane (high elves), the Underdark (drow
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bureaucratic empire, or a remote realm ruled by an iron-fisted tyrant. Consider how your settlement fits into the bigger picture of your world or region — who rules its ruler, and what other
place within the confederacy. The Lords’ Alliance in the Forgotten Realms setting is a loose confederacy of cities, while the Mror Holds in the Eberron campaign setting is a confederacy of allied dwarf
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
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
giants will leave the world alone. They wish neither good nor ill on the realms of humanity; they simply don’t give much thought to the matter, except on the rare occasions when humans crop up in a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
badger minstrels plays delicate chamber music.
The guests gathered here are denizens of the Material Plane who regard Zybilna as a fairy godmother-like figure. After using various fey crossings to enter
scare off the characters. The ettercaps lack the courage to fight anything bigger than a pixie, but they defend themselves if attacked. An ettercap reduced to 22 hit points or fewer tries to flee by
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, stags with antlers as wide across as a wagon, brown bears bigger than large sheds, owlbears, wolves, unicorns, and many other creatures, including fiercely territorial wood elves and Uthgardt of the
Tree Ghost tribe. The forest holds many hidden settlements, haunted ruins, fey crossings, and ancient magical wards. In the outermost fringes of the forest, woodcutters ply their trade, and outlaws on






