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Returning 35 results for 'being both designed creation roots'.
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Mordenkainen's Fiendish Folio Volume 1
"} piercing damage.Deep within the Ethereal Plane are the demiplanes, miniatures worlds built by powerful archmages and other mighty entities to serve as a private domain. Each demiplane is a designed realm
, built for a specific purpose. Some are fortresses, designed to keep wanderers from the material world away. Others are far more sinister, dark realms where evil dreams take root and become ghastly
races
Mordenkainen Presents: Monsters of the Multiverse
Neither bugs nor bears, bugbears are the hulking cousins of goblins and hobgoblins. With roots in the Feywild, early bugbears resided in hidden places, in hard-to-reach and shadowed spaces. Long ago
character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining
Compendium
- Sources->Dungeons & Dragons->Unearthed Arcana
Character Origins August 18, 2022
In our first Unearthed Arcana document for the 2024 Core Rulebooks, we explore material designed for the next version of the Player’s Handbook. This playtest
document presents rules on character creation, including options for Races, Backgrounds, and Feats. You will also find a glossary of new or revised meanings for game terms.
Compendium
- Sources->Dungeons & Dragons->Unearthed Arcana
Character Origins August 18, 2022
In our first Unearthed Arcana document for the 2024 Core Rulebooks, we explore material designed for the next version of the Player’s Handbook. This playtest
document presents rules on character creation, including options for Races, Backgrounds, and Feats. You will also find a glossary of new or revised meanings for game terms.
Compendium
- Sources->Dungeons & Dragons->Unearthed Arcana
Character Origins August 18, 2022
In our first Unearthed Arcana document for the 2024 Core Rulebooks, we explore material designed for the next version of the Player’s Handbook. This playtest
document presents rules on character creation, including options for Races, Backgrounds, and Feats. You will also find a glossary of new or revised meanings for game terms.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Introduction This adventure, designed for three to seven 4th-level characters, is the last in a series of four adventures. The adventure takes place in Realmspace, a Wildspace system described in the
Forgotten Realms campaign. These adventures have been designed to be fully compatible with Adventurers League play and require no additional adaptation. Follow the guidelines present for the D&D Adventurers
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
adventures have been designed to be fully compatible with Adventurers League play and require no additional adaptation. Follow the guidelines present for the D&D Adventurers League for character creation
Introduction This adventure, designed for three to seven 3rd-level characters, is the third in a series of four adventures. The adventure begins at Spelljammer Academy, which is located on the planet
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Introduction This adventure, designed for three to seven 4th-level characters, is the last in a series of four adventures. The adventure takes place in Realmspace, a Wildspace system described in the
Forgotten Realms campaign. These adventures have been designed to be fully compatible with Adventurers League play and require no additional adaptation. Follow the guidelines present for the D&D Adventurers
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
adventures have been designed to be fully compatible with Adventurers League play and require no additional adaptation. Follow the guidelines present for the D&D Adventurers League for character creation
Introduction This adventure, designed for three to seven 3rd-level characters, is the third in a series of four adventures. The adventure begins at Spelljammer Academy, which is located on the planet
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Introduction This adventure, designed for three to seven 4th-level characters, is the last in a series of four adventures. The adventure takes place in Realmspace, a Wildspace system described in the
Forgotten Realms campaign. These adventures have been designed to be fully compatible with Adventurers League play and require no additional adaptation. Follow the guidelines present for the D&D Adventurers
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
adventures have been designed to be fully compatible with Adventurers League play and require no additional adaptation. Follow the guidelines present for the D&D Adventurers League for character creation
Introduction This adventure, designed for three to seven 3rd-level characters, is the third in a series of four adventures. The adventure begins at Spelljammer Academy, which is located on the planet
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Appendix: Class Options in Other Worlds The class options in this book are designed for the Forgotten Realms, but they can be easily transported to other official D&D worlds or to a world of your own
creation. This appendix offers suggestions for modifying names and other elements of the character options in chapter 4. None of the statements here should be treated as canonical for the D&D
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Appendix: Class Options in Other Worlds The class options in this book are designed for the Forgotten Realms, but they can be easily transported to other official D&D worlds or to a world of your own
creation. This appendix offers suggestions for modifying names and other elements of the character options in chapter 4. None of the statements here should be treated as canonical for the D&D
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Appendix: Class Options in Other Worlds The class options in this book are designed for the Forgotten Realms, but they can be easily transported to other official D&D worlds or to a world of your own
creation. This appendix offers suggestions for modifying names and other elements of the character options in chapter 4. None of the statements here should be treated as canonical for the D&D
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
level and don’t recall what came before, ascribe it to the multiversal glitch the characters are experiencing. CoupleOfKooks “I am a mimir, a magical device designed to provide information. If you have
stolen me, please be aware that, even now, bounty hunters are coming to claim me for justice.”
–Standard mimir introduction
Character Creation Characters of any origin are suited for this
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Forgotten Realms campaign. These adventures have been designed to be fully compatible with Adventurers League play and require no additional adaptation. Follow the guidelines present for the D&D Adventurers
League for character creation and rewards, available in the D&D Adventurers League Player’s Guide.
At some events, these adventures might use a code to be identified more easily. The code for this adventure is SJA-02.
compendium
- Sources->Dungeons & Dragons->Faster, Purple Worm! Everybody Dies, Vol. 1
Using This Book Everybody Dies, Volume 1 contains fifteen stand-alone adventures for use with the fifth edition Dungeons & Dragons rulebooks. All are designed for 4-6 1st-level characters, all can be
anywhere. Refashion them to fit any world you choose, including those of your own creation. These short, simple adventures are perfect for a change of pace from your usual campaign, a game where your
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
level and don’t recall what came before, ascribe it to the multiversal glitch the characters are experiencing. CoupleOfKooks “I am a mimir, a magical device designed to provide information. If you have
stolen me, please be aware that, even now, bounty hunters are coming to claim me for justice.”
–Standard mimir introduction
Character Creation Characters of any origin are suited for this
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
level and don’t recall what came before, ascribe it to the multiversal glitch the characters are experiencing. CoupleOfKooks “I am a mimir, a magical device designed to provide information. If you have
stolen me, please be aware that, even now, bounty hunters are coming to claim me for justice.”
–Standard mimir introduction
Character Creation Characters of any origin are suited for this
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Forgotten Realms campaign. These adventures have been designed to be fully compatible with Adventurers League play and require no additional adaptation. Follow the guidelines present for the D&D Adventurers
League for character creation and rewards, available in the D&D Adventurers League Player’s Guide.
At some events, these adventures might use a code to be identified more easily. The code for this adventure is SJA-02.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Forgotten Realms campaign. These adventures have been designed to be fully compatible with Adventurers League play and require no additional adaptation. Follow the guidelines present for the D&D Adventurers
League for character creation and rewards, available in the D&D Adventurers League Player’s Guide.
At some events, these adventures might use a code to be identified more easily. The code for this adventure is SJA-02.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, showcasing the golems and homunculi made by generations of artificers; production facilities that housed three creation forges (see chapter 5), and the miraculous Steel Gardens, an early breakthrough that
paved the way for the living warforged. If you’re an artificer or have ties to House Cannith, you might have roots in Eston. Metrol Once the capital of Galifar, Metrol was known as the Rising City
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, showcasing the golems and homunculi made by generations of artificers; production facilities that housed three creation forges (see chapter 5), and the miraculous Steel Gardens, an early breakthrough that
paved the way for the living warforged. If you’re an artificer or have ties to House Cannith, you might have roots in Eston. Metrol Once the capital of Galifar, Metrol was known as the Rising City
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, showcasing the golems and homunculi made by generations of artificers; production facilities that housed three creation forges (see chapter 5), and the miraculous Steel Gardens, an early breakthrough that
paved the way for the living warforged. If you’re an artificer or have ties to House Cannith, you might have roots in Eston. Metrol Once the capital of Galifar, Metrol was known as the Rising City
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
. Playing in the Adventurers League
You can play the Spelljammer Academy adventures as a part of the D&D Adventurers League Forgotten Realms campaign. These adventures have been designed to be fully
compatible with Adventurers League play and require no additional adaptation. Follow the guidelines present for the D&D Adventurers League for character creation and rewards, available in the D&D
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
. Playing in the Adventurers League
You can play the Spelljammer Academy adventures as a part of the D&D Adventurers League Forgotten Realms campaign. These adventures have been designed to be fully
compatible with Adventurers League play and require no additional adaptation. Follow the guidelines present for the D&D Adventurers League for character creation and rewards, available in the D&D
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
. Playing in the Adventurers League
You can play the Spelljammer Academy adventures as a part of the D&D Adventurers League Forgotten Realms campaign. These adventures have been designed to be fully
compatible with Adventurers League play and require no additional adaptation. Follow the guidelines present for the D&D Adventurers League for character creation and rewards, available in the D&D
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
elements designed to be dropped into your own campaign. And tying those chapters together is a legendary magic item that every player both dreads and longs for: the Deck of Many Things. For decades
book, which are grouped by theme: DM options, character creation options, astrology-themed options, adventure locations, and finally adversaries and rivals.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
elements designed to be dropped into your own campaign. And tying those chapters together is a legendary magic item that every player both dreads and longs for: the Deck of Many Things. For decades
book, which are grouped by theme: DM options, character creation options, astrology-themed options, adventure locations, and finally adversaries and rivals.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
elements designed to be dropped into your own campaign. And tying those chapters together is a legendary magic item that every player both dreads and longs for: the Deck of Many Things. For decades
book, which are grouped by theme: DM options, character creation options, astrology-themed options, adventure locations, and finally adversaries and rivals.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Running the Adventures This is a series of three linked adventures. It is designed for a group of four or five player characters of 11th level. If the characters persevere, they are likely to advance
a reasonable chance of survival if they use their knowledge and cunning to best advantage. These adventures were designed for strategic play, so some areas of the giant settlements are very dangerous
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Running the Adventures This is a series of three linked adventures. It is designed for a group of four or five player characters of 11th level. If the characters persevere, they are likely to advance
a reasonable chance of survival if they use their knowledge and cunning to best advantage. These adventures were designed for strategic play, so some areas of the giant settlements are very dangerous
Compendium
- Sources->Dungeons & Dragons->Monster Manual
story of their creation; the first of their kind was a tree that grew from the stake piercing the heart of the vampire Gulthias. These blights consider all creatures either servants or fertilizer for
Saving Throw: DC 20, one Huge or smaller creature the blight can see within 30 feet. Failure: 14 (2d6 + 7) Necrotic damage, and the target has the Grappled condition (escape DC 17) from one of six roots
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Cleric Forge Domain 1st Clad in heavy armor, serves a god of the forge or creation Cleric Grave Domain 1st Opposes the blight of undeath Druid Circle of Dreams 2nd Mends wounds, guards the weary, and
magic Ranger Monster Slayer 3rd Hunts down creatures of the night and wielders of grim magic Rogue Inquisitive 3rd Roots out secrets, akin to a masterful detective Rogue Mastermind 3rd A master tactician
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Cleric Forge Domain 1st Clad in heavy armor, serves a god of the forge or creation Cleric Grave Domain 1st Opposes the blight of undeath Druid Circle of Dreams 2nd Mends wounds, guards the weary, and
magic Ranger Monster Slayer 3rd Hunts down creatures of the night and wielders of grim magic Rogue Inquisitive 3rd Roots out secrets, akin to a masterful detective Rogue Mastermind 3rd A master tactician