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Returning 35 results for 'being being divine comforts relatively'.
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being being divine comfort relatively
Halfling
Legacy
This doesn't reflect the latest rules and lore.
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races
Basic Rules (2014)
the glassy surface of Maer Dualdon.
— R.A. Salvatore, The Crystal Shard
The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from
that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
feel their existence is one of secret torment and suffering. The idea that pain has nobility to it — that there can be a divine reason behind the trials that face Baldurians — comforts many. Some
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
feel their existence is one of secret torment and suffering. The idea that pain has nobility to it — that there can be a divine reason behind the trials that face Baldurians — comforts many. Some
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
feel their existence is one of secret torment and suffering. The idea that pain has nobility to it — that there can be a divine reason behind the trials that face Baldurians — comforts many. Some
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
feel their existence is one of secret torment and suffering. The idea that pain has nobility to it — that there can be a divine reason behind the trials that face Baldurians — comforts many. Some
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
feel their existence is one of secret torment and suffering. The idea that pain has nobility to it — that there can be a divine reason behind the trials that face Baldurians — comforts many. Some
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
feel their existence is one of secret torment and suffering. The idea that pain has nobility to it — that there can be a divine reason behind the trials that face Baldurians — comforts many. Some
Human
Legacy
This doesn't reflect the latest rules and lore.
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races
Basic Rules (2014)
build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves
(except for those few who seek undeath or divine ascension to escape death’s clutches) they achieve it by ensuring that they will be remembered when they are gone.
Although some humans can be
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds
of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds
of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds
of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Works A standard airship (at least as far as standards have been defined for this relatively new creation) looks similar to an oceangoing ship but is rigged with control fins and rudders rather than
flourishes and creature comforts. Operation. A dragonmarked heir of House Lyrandar must pilot a Lyrandar airship, channeling the power of the Mark of Storm through the wheel of wind and water that
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
they were demigods — mighty beings of divine descent. This isn’t a casual sort of worship or lip service; kobolds are awed in the presence of a dragon, as if an actual avatar of a deity
divination (to find raw materials and foresee threats to the tribe).
The main reason why kobolds depend on arcane magic rather than divine is Kurtulmak’s imprisonment, which makes it difficult for
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Works A standard airship (at least as far as standards have been defined for this relatively new creation) looks similar to an oceangoing ship but is rigged with control fins and rudders rather than
flourishes and creature comforts. Operation. A dragonmarked heir of House Lyrandar must pilot a Lyrandar airship, channeling the power of the Mark of Storm through the wheel of wind and water that
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Works A standard airship (at least as far as standards have been defined for this relatively new creation) looks similar to an oceangoing ship but is rigged with control fins and rudders rather than
flourishes and creature comforts. Operation. A dragonmarked heir of House Lyrandar must pilot a Lyrandar airship, channeling the power of the Mark of Storm through the wheel of wind and water that
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
him, or as divine agents sent to aid his faithful. As the campaign begins, the characters might be summoned by an oracle and told of a dire prophecy threatening the polis. Next, they manage to avert
prophecies, potentially drawing in secrets of the other gods or of reality itself. It is relatively easy for a mortal to lose Keranos’s favor because the god is quick to anger and doesn’t suffer failure
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
him, or as divine agents sent to aid his faithful. As the campaign begins, the characters might be summoned by an oracle and told of a dire prophecy threatening the polis. Next, they manage to avert
prophecies, potentially drawing in secrets of the other gods or of reality itself. It is relatively easy for a mortal to lose Keranos’s favor because the god is quick to anger and doesn’t suffer failure
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
him, or as divine agents sent to aid his faithful. As the campaign begins, the characters might be summoned by an oracle and told of a dire prophecy threatening the polis. Next, they manage to avert
prophecies, potentially drawing in secrets of the other gods or of reality itself. It is relatively easy for a mortal to lose Keranos’s favor because the god is quick to anger and doesn’t suffer failure
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
of iron.
Purphoros’s Twin. When the world was young, Purphoros was jealous of Iroas and Mogis and wanted a twin of his own. He created Petros, a Nyxborn double of himself crafted of divine bronze
Winter. In Theros’s earliest days, the people vociferously honored Heliod, Nylea, and Thassa for the comforts of nature. Gradually, Purphoros grew bitter that mortals never acknowledged his flames, which
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
of iron.
Purphoros’s Twin. When the world was young, Purphoros was jealous of Iroas and Mogis and wanted a twin of his own. He created Petros, a Nyxborn double of himself crafted of divine bronze
Winter. In Theros’s earliest days, the people vociferously honored Heliod, Nylea, and Thassa for the comforts of nature. Gradually, Purphoros grew bitter that mortals never acknowledged his flames, which
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
of iron.
Purphoros’s Twin. When the world was young, Purphoros was jealous of Iroas and Mogis and wanted a twin of his own. He created Petros, a Nyxborn double of himself crafted of divine bronze
Winter. In Theros’s earliest days, the people vociferously honored Heliod, Nylea, and Thassa for the comforts of nature. Gradually, Purphoros grew bitter that mortals never acknowledged his flames, which
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
claiming dominion over an aspect of the world, such as war, forests, or the sea. Gods exert influence over the world by granting divine magic to their followers and sending signs and portents to guide them
world’s fate. The World Is Magical. Practitioners of magic are relatively few in number, but they leave evidence of their craft everywhere. The magic can be as innocuous and commonplace as a potion that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Order of the Gauntlet The Order of the Gauntlet is a relatively new organization dedicated to smiting evil wherever it lurks and without hesitation. The Order understands that evil wears many guises
to strike only when evil deeds are being committed. Thus, the Order of the Gauntlet is hypervigilant, using every resource at their disposal—both divine and mundane—to know where and when dark deeds
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
claiming dominion over an aspect of the world, such as war, forests, or the sea. Gods exert influence over the world by granting divine magic to their followers and sending signs and portents to guide them
world’s fate. The World Is Magical. Practitioners of magic are relatively few in number, but they leave evidence of their craft everywhere. The magic can be as innocuous and commonplace as a potion that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
claiming dominion over an aspect of the world, such as war, forests, or the sea. Gods exert influence over the world by granting divine magic to their followers and sending signs and portents to guide them
world’s fate. The World Is Magical. Practitioners of magic are relatively few in number, but they leave evidence of their craft everywhere. The magic can be as innocuous and commonplace as a potion that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Order of the Gauntlet The Order of the Gauntlet is a relatively new organization dedicated to smiting evil wherever it lurks and without hesitation. The Order understands that evil wears many guises
to strike only when evil deeds are being committed. Thus, the Order of the Gauntlet is hypervigilant, using every resource at their disposal—both divine and mundane—to know where and when dark deeds
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Order of the Gauntlet The Order of the Gauntlet is a relatively new organization dedicated to smiting evil wherever it lurks and without hesitation. The Order understands that evil wears many guises
to strike only when evil deeds are being committed. Thus, the Order of the Gauntlet is hypervigilant, using every resource at their disposal—both divine and mundane—to know where and when dark deeds
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
basked in the light of the Seven Heavens, everywhere else seems comparatively worse. Though archons regularly depart the gate-town on divine errands, Excelsior’s privileged mortal residents hesitate to
prefer the cloud-topped comforts of the Chandelier, the gate-town’s aerial district. Winged chariots act as taxis between the two realms, ferrying townsfolk up to sky-dwelling businesses and hanging
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
basked in the light of the Seven Heavens, everywhere else seems comparatively worse. Though archons regularly depart the gate-town on divine errands, Excelsior’s privileged mortal residents hesitate to
prefer the cloud-topped comforts of the Chandelier, the gate-town’s aerial district. Winged chariots act as taxis between the two realms, ferrying townsfolk up to sky-dwelling businesses and hanging
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
basked in the light of the Seven Heavens, everywhere else seems comparatively worse. Though archons regularly depart the gate-town on divine errands, Excelsior’s privileged mortal residents hesitate to
prefer the cloud-topped comforts of the Chandelier, the gate-town’s aerial district. Winged chariots act as taxis between the two realms, ferrying townsfolk up to sky-dwelling businesses and hanging
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
campaigns where the gods take active roles in the world. Using this approach, you track renown based on specific divine figures in your campaign. Each character has the option to select a patron deity
. With each rank of piety gained, a character can pray for divine favor once per day. This favor usually comes in the form of a cleric spell like bless. The favor often comes with a sign of the divine
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
campaigns where the gods take active roles in the world. Using this approach, you track renown based on specific divine figures in your campaign. Each character has the option to select a patron deity
. With each rank of piety gained, a character can pray for divine favor once per day. This favor usually comes in the form of a cleric spell like bless. The favor often comes with a sign of the divine
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
campaigns where the gods take active roles in the world. Using this approach, you track renown based on specific divine figures in your campaign. Each character has the option to select a patron deity
. With each rank of piety gained, a character can pray for divine favor once per day. This favor usually comes in the form of a cleric spell like bless. The favor often comes with a sign of the divine
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
women who had remained ever watchful for Helm’s return, experienced their own divine signs. In response to prayers, some were even rewarded with spells. Javen took those priests and followers from the
evil in your heart, or if there is the whiff of something otherworldly about you, ride on. You’ll find no sanctuary there. Places and People of the Hold Helm’s Hold is still a relatively small
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Halfling Gods and Myths Halflings see their gods more as extended family members than as divine beings. They don’t worship them in the same way as elves and dwarves revere their gods, because the
halfling gods are viewed as folk heroes — mortal beings who ascended to divinity, rather than divine entities who descend from their realms to influence the world. Because of this outlook, halflings