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Returning 35 results for 'before both deity changes reflective'.
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Acolyte
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you
your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While
races
Van Richten’s Guide to Ravenloft
enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag’s influence: ears that split in forked points, skin in lurid
considered a gift from the town’s patron deity, who is known as Mother.
BECOMING A HAG
Hags can undertake a ritual to irreversibly transform a hexblood they created into a new hag, either one of
Backgrounds
Baldur’s Gate: Descent into Avernus
an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing
you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve
races
enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag’s influence: ears that split in forked points, skin in lurid
youngster is considered a gift from the town’s patron deity, who is known as Mother.
Becoming a Hag
Hags can undertake a ritual to irreversibly transform a hexblood they created into a new hag
Backgrounds
Sword Coast Adventurer's Guide
try to help those in need, no matter what the personal cost. (Good)
3
Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
4
Power. I hope
to one day rise to the top of my faith’s religious hierarchy. (Lawful)
5
Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Petitioners Petitioners are former mortals. They’ve lived, ceased living, and now exist on the Outer Planes. They typically inhabit a plane that shares their alignment or the realm of a deity they
it the following traits: Plane Locked. The creature’s creature type changes to Celestial or Fiend (DM’s choice), and the creature can’t leave the Outer Planes. Portals or magic that allow transport
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Petitioners Petitioners are former mortals. They’ve lived, ceased living, and now exist on the Outer Planes. They typically inhabit a plane that shares their alignment or the realm of a deity they
it the following traits: Plane Locked. The creature’s creature type changes to Celestial or Fiend (DM’s choice), and the creature can’t leave the Outer Planes. Portals or magic that allow transport
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Petitioners Petitioners are former mortals. They’ve lived, ceased living, and now exist on the Outer Planes. They typically inhabit a plane that shares their alignment or the realm of a deity they
it the following traits: Plane Locked. The creature’s creature type changes to Celestial or Fiend (DM’s choice), and the creature can’t leave the Outer Planes. Portals or magic that allow transport
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Mechanus On Mechanus, law is reflected in a realm of clockwork gears, all interlocked and turning according to their measure. The cogs seem to be engaged in a calculation so vast that no deity can
Wisdom saving throw. On a failed save, the creature’s alignment changes to lawful neutral. The creature’s alignment reverts to normal after one day spent on a plane other than Mechanus. Casting the dispel evil and good spell on the creature also restores its original alignment.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
comfortable lies of reality, revealing forgotten or terrible truths. 3 Expand their faith though mind control or supernatural coercion. 4 Make global changes, like sinking the land or awakening
volcanoes. 5 Remake life on a mass scale, altering other creatures’ bodies or spiritual beings. 6 Summon their deity or its herald, weapon, or realm into their world.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Mechanus On Mechanus, law is reflected in a realm of clockwork gears, all interlocked and turning according to their measure. The cogs seem to be engaged in a calculation so vast that no deity can
Wisdom saving throw. On a failed save, the creature’s alignment changes to lawful neutral. The creature’s alignment reverts to normal after one day spent on a plane other than Mechanus. Casting the dispel evil and good spell on the creature also restores its original alignment.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
comfortable lies of reality, revealing forgotten or terrible truths. 3 Expand their faith though mind control or supernatural coercion. 4 Make global changes, like sinking the land or awakening
volcanoes. 5 Remake life on a mass scale, altering other creatures’ bodies or spiritual beings. 6 Summon their deity or its herald, weapon, or realm into their world.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
comfortable lies of reality, revealing forgotten or terrible truths. 3 Expand their faith though mind control or supernatural coercion. 4 Make global changes, like sinking the land or awakening
volcanoes. 5 Remake life on a mass scale, altering other creatures’ bodies or spiritual beings. 6 Summon their deity or its herald, weapon, or realm into their world.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Mechanus On Mechanus, law is reflected in a realm of clockwork gears, all interlocked and turning according to their measure. The cogs seem to be engaged in a calculation so vast that no deity can
Wisdom saving throw. On a failed save, the creature’s alignment changes to lawful neutral. The creature’s alignment reverts to normal after one day spent on a plane other than Mechanus. Casting the dispel evil and good spell on the creature also restores its original alignment.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
the guardinals are headed to. 4 A priest with the same deity or patron as a character sees the character, yells the deity or patron’s name, and tries to high-five the character. Gate to Arborea The
gate to Arborea lies in the woods near Sylvania, but it changes location randomly, rarely settling in a location for more than a day. Locals can explain the gate’s wandering nature, but they can’t
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
the guardinals are headed to. 4 A priest with the same deity or patron as a character sees the character, yells the deity or patron’s name, and tries to high-five the character. Gate to Arborea The
gate to Arborea lies in the woods near Sylvania, but it changes location randomly, rarely settling in a location for more than a day. Locals can explain the gate’s wandering nature, but they can’t
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
the guardinals are headed to. 4 A priest with the same deity or patron as a character sees the character, yells the deity or patron’s name, and tries to high-five the character. Gate to Arborea The
gate to Arborea lies in the woods near Sylvania, but it changes location randomly, rarely settling in a location for more than a day. Locals can explain the gate’s wandering nature, but they can’t
feats
pleasing array of colours, or changes to match your background. For the duration, you have advantage on Charisma checks. For the duration, you can use a bonus action to swap between this effect and the
throws, as well as any checks or saves made to avoid the exhaustion condition.
30
Reflective Carapace**. When you are targeted by a magic missile spell or a spell that requires a ranged attack
feats
pleasing array of colours, or changes to match your background. For the duration, you have advantage on Charisma checks. For the duration, you can use a bonus action to swap between this effect and the
throws, as well as any checks or saves made to avoid the exhaustion condition.
30
Reflective Carapace**. When you are targeted by a magic missile spell or a spell that requires a ranged attack
feats
pleasing array of colours, or changes to match your background. For the duration, you have advantage on Charisma checks. For the duration, you can use a bonus action to swap between this effect and the
throws, as well as any checks or saves made to avoid the exhaustion condition.
30
Reflective Carapace**. When you are targeted by a magic missile spell or a spell that requires a ranged attack
feats
**. Your skin shimmers in a pleasing array of colours, or changes to match your background. For the duration, you have advantage on Charisma checks. For the duration, you can use a bonus action to swap
Constitution checks and Constitution saving throws, as well as any checks or saves made to avoid the exhaustion condition.
30
Reflective Carapace**. When you are targeted by a magic missile
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
clothes, and a pouch containing 15 gp Feature: Shelter of the Faithful As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You
spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
clothes, and a pouch containing 15 gp Feature: Shelter of the Faithful As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You
spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
“Divine Magic” below). The work of a priest is to serve one’s deity and that deity’s faithful, a task that doesn’t necessarily require the use of magic. The kind of person attracted to a deity’s
, each temple operates according to the traditions of its faith, although powerful or charismatic figures who rise to prominence within the temple hierarchy might motivate or inspire changes to those
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
clothes, and a pouch containing 15 gp Feature: Shelter of the Faithful As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You
spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
“Divine Magic” below). The work of a priest is to serve one’s deity and that deity’s faithful, a task that doesn’t necessarily require the use of magic. The kind of person attracted to a deity’s
, each temple operates according to the traditions of its faith, although powerful or charismatic figures who rise to prominence within the temple hierarchy might motivate or inspire changes to those
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
clothes, and a pouch containing 15 gp Feature: Shelter of the Faithful As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You
spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
clothes, and a pouch containing 15 gp Feature: Shelter of the Faithful As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You
spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
clothes, and a pouch containing 15 gp Feature: Shelter of the Faithful As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You
spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
“Divine Magic” below). The work of a priest is to serve one’s deity and that deity’s faithful, a task that doesn’t necessarily require the use of magic. The kind of person attracted to a deity’s
, each temple operates according to the traditions of its faith, although powerful or charismatic figures who rise to prominence within the temple hierarchy might motivate or inspire changes to those
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
Luthic. He predicts that the war will end with Luthic the only deity standing, as the cave mother ascends to rule her warrior children.
Life in the Tribe
Orcs survive through savagery and force of
or less intact, the orcs leave themselves the option of returning to raid the community over and over.
When orcs fight elves, all of that changes. The enmity between the two races cuts to the core
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
when the vampire is destroyed. Only a wish spell or a deity can remove a death mark otherwise. The sarcophagus at the bottom of the pit is a 2,000-pound chunk of hollowed-out alabaster. Zorak
rune imprinting on any of them. Dwarf Vampire Zorak Lightdrinker is a shield dwarf vampire, with a challenge rating of 14 (11,500 XP) and these additional changes: Zorak has these racial traits: He
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
when the vampire is destroyed. Only a wish spell or a deity can remove a death mark otherwise. The sarcophagus at the bottom of the pit is a 2,000-pound chunk of hollowed-out alabaster. Zorak
rune imprinting on any of them. Dwarf Vampire Zorak Lightdrinker is a shield dwarf vampire, with a challenge rating of 14 (11,500 XP) and these additional changes: Zorak has these racial traits: He
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
when the vampire is destroyed. Only a wish spell or a deity can remove a death mark otherwise. The sarcophagus at the bottom of the pit is a 2,000-pound chunk of hollowed-out alabaster. Zorak
rune imprinting on any of them. Dwarf Vampire Zorak Lightdrinker is a shield dwarf vampire, with a challenge rating of 14 (11,500 XP) and these additional changes: Zorak has these racial traits: He
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
being identified as a temple, while the huge chamber next door serves as storage. It can be fun to try to make sense of such strange design ideas, but make changes as you see fit. You can set aside a
dedicated to a patron deity of miners, earth, or protection 5 Cistern providing drinking water for miners 6–7 Guardroom 8 Kitchen used to feed workers 9 Laboratory used to conduct tests on strange minerals