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Returning 35 results for 'being both distant code realms'.
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Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Visions of Distant Realms Prerequisite: 15th level You can cast arcane eye at will, without expending a spell slot.
Classes
Forgotten Realms: Heroes of Faerûn
knights serving in Cormyr, the Silver Marches, Damara, Chessenta, or other lands across Faerûn. They wander the realms as knights errant, taking the fight against evil beyond their kingdom’s
borders.
A Banneret relies on judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A lone Banneret is a skilled warrior, but when leading a band of allies one of these warriors can transform even a poorly equipped militia into a ferocious war band.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
each: arcane gate, detect thoughts, true seeingWarlocks of the Great Old One gain their powers through magical pacts forged with eldritch entities from strange and distant realms of existence. Some
Monsters
Van Richten’s Guide to Ravenloft
.
Star Spawn Emissary
Few understand the full hungry hostility of the multiverse. Star spawn emissaries are the fingers of alien realms, digits that tip the scales of reality toward terror. Heralded by
ominous astrological events, these ravenous invaders make worlds ready for unimaginable masters or distant, greater manifestations of themselves. Employing their malleable forms, emissaries work to
Monsters
Van Richten’s Guide to Ravenloft
emissaries are the fingers of alien realms, digits that tip the scales of reality toward terror. Heralded by ominous astrological events, these ravenous invaders make worlds ready for unimaginable masters or
distant, greater manifestations of themselves. Employing their malleable forms, emissaries work to undermine perceptions of order, trust, and reality on global scales, readying worlds for sanity
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth
genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
pages were tales of bold heroes, strange and fierce animals, mighty primitive gods, and a magic that was part and fabric of that distant land.
— Elaine Cunningham, Daughter of the Drow
In the
naming traditions of their ancestors.
The material culture and physical characteristics of humans can change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Toril (the world of the Forgotten Realms setting). From there, the characters enter Wildspace and travel to the distant planet H’Catha (the outermost world in the Wildspace system known as Realmspace
) to retrieve an adamantine meteorite. 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
Backgrounds
Sword Coast Adventurer's Guide
few miles from where they were born.
You aren’t one of those folk.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are
discussed here are all sufficiently distant from the North and the Sword Coast to justify the use of this background.
Evermeet. The fabled elven islands far to the west are home to elves who have never
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
lazy, but when Linene came around looking for a missing broach, she was out the door before I could blink an eye.
— Toblen Stonehill, innkeeper
Hailing from a strange and distant land
tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Wandering Outcasts
Most tabaxi remain in their distant
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-04.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
place in these distant lands, and to introduce trinkets or relics from foreign realms into Khorvaire. Map 2.2: Islands of Aerenal View Large Version
Chapter 2: Distant Lands This section of the gazetteer provides a glimpse of the wonder and adventure found in the lands beyond Khorvaire’s horizon. Use these entries to inspire adventures that take
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
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-01.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
New Ability Scores: Honor and Sanity If you’re running a campaign shaped by a strict code of honor or cosmic horror, consider adding one or both these new ability scores: Honor and Sanity. These
score, you can use Charisma for Honor and Wisdom for Sanity. Honor Score If your campaign involves cultures where a rigid code of honor is part of daily life, consider using the Honor score as a means
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
cultists have re-tuned their destinations to suit their own ends. One of them connects to the distant north (where Talis visits white dragon allies), one leads to a heavily guarded chamber in Thay
“do business at the lodge” if the characters decide to dawdle at the lodge for many days. Activating any of these portal stones is unlikely without the lore available in distant libraries or in Rath
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the cultists have re-tuned their destinations to suit their own ends. One of them connects to the distant north (where Talis visits white dragon allies), one leads to a heavily guarded chamber in Thay
to “do business at the lodge” if the characters decide to dawdle at the lodge for many days. Activating any of these portal stones is unlikely without the lore available in distant libraries or in Rath
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Coast region could host Yeonido. The distant relationship between the people of Krynn and their gods could be another reason why some of the city’s dead have difficulty finding peace. Forgotten Realms
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Citadel arrive near the city of Anisa. Use the “Sensa Empire Gazetteer” section to further detail the region. Eberron. At a distant edge of the Menechtarun Desert on Xen’drik, Sensa could be a secluded
oasis of peace amid the famously dangerous continent. Forgotten Realms. The Sensa Empire might lie near to or within the desert of Anauroch. If placed at the edge of the great desert, it could be a rich trade partner to surrounding lands. If hidden deeper within, it might be a land of near-legend.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
reflect your ever-changing curiosity. TABAXI IN THE FORGOTTEN REALMS
In the Forgotten Realms, tabaxi hail from Maztica, a realm located far across the ocean west of the Sword Coast. The tabaxi of
distant land.
Tabaxi Obsessions d8 My curiosity is currently fixed on … 1 A god or planar entity 2 A monster 3 A lost civilization 4 A wizard’s secrets 5 A mundane item 6 A magic item 7 A location 8
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
cities, but can be placed to good use in dealing with dangerous monsters and lost treasure. Most large cities in the Realms have a number of thieves’ dens that compete with one another. A few places, such
they call the Honest Trade — adventuring, where roguish abilities may be used without censure and are later lionized in song and legend. Many thieves take to this life, adhering to a code that keeps
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Island Kingdoms Off the western coast of Faerûn are a number of island realms of varying size. The most distant, and yet perhaps the most symbolically important to the mainland, is Evermeet, the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
warrior also has great devotion to a particular deity, that god can reward the faithful with a measure of divine power, making that person a paladin. Different paladin orders in the Forgotten Realms
redemption. Honor. Hold true to the code. Death before dishonor. Every paladin grades and emphasizes these virtues based on his or her own personal ethos and religious background. A paladin of Sune
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Appendix A: Genasi Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Transitive Planes The Ethereal Plane and the Astral Plane are called the Transitive Planes. They are mostly featureless realms that serve primarily as ways to travel from one plane to another. Spells
white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Transitive Planes The Ethereal Plane and the Astral Plane are called the Transitive Planes. They are mostly featureless realms that serve primarily as ways to travel from one plane to another. Spells
white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
of the great elven nations are now long past, and many elves have withdrawn from the world into isolated sylvan realms, or set sail across the Trackless Sea to the isle of Evermeet. Unlike dwarves
the land in a terrible cataclysm at the same time that it caused the distant isle of Evermeet to rise from beneath the sea. Then came the Crown Wars, a series of conflicts between the great elven
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
a new light. However, if you want to incorporate Corellon and Lolth, there’s a few ways to do it. One possibility is that Eberron was created as a copy of the distant realms of the multiverse, hidden
the influence of Lolth. Meanwhile, the elves revere their ancestors—many of whom still linger and guide them—as opposed to distant gods.
This is an opportunity to explore these traditional races in
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
starting point for a zodiac of your own creation. Many Stars, Many Worlds
In the settings of D&D, most stars in the night sky are suns, planets, or other distant objects, all of which exist in
neighboring planets of the Forgotten Realms. Clownspace, Krynnspace, Xaryxispace, and countless other Wildspace systems populate the Astral Plane.
Some stars in D&D aren’t ordinary astronomical
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
champions of the first great empires, such as the empires of Netheril and Cormanthyr in the Forgotten Realms setting. The World Is Known. What if the world is completely charted and mapped, right down to
remote, and even angels never make contact with mortals? In the Dark Sun setting, the gods are extremely distant — perhaps nonexistent — and clerics rely instead on elemental power for their magic.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
teleported 5d20 miles in a random direction. Conjuration When conjuration magic churns within a storm’s heart, creatures of wind and rain emerge from distant realms to attack anything they encounter. The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground. Most air and fire genasi in the Realms are descendants of the djinn
the Sea of Fallen Stars. The distant land of Zakhara is known only in legends to most inhabitants of Faerûn. There, genies and spellcasters enter into bargains, and genasi can result from such pacts. Those genasi have been sources of great weal and woe in the history of that land.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
legally considered to be the same person.
5 You’ve acquired a spellshard that contains a vast amount of text in a seemingly unbreakable code.
6 You know the location of a wanted war criminal
controlling stake in a distant dragonshard mine, but the mine was abandoned centuries ago due to “problems.” Kobolds? Aberrations? There’s only one way to find out.
9 Your family is facing
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the spies’ patrons desire. They’re trained to manipulate, infiltrate, and—when necessary—escape in a hurry. Many adopt disguises, aliases, or code names to maintain anonymity. Roll on or choose a
or villain.
3 A dignitary or traveler from a distant land.
4 A visitor from a different time or world.
Cyprien Rousson
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
bring together the Cyran diaspora, dragonmarked houses, and even the Inspired.
Forgotten Realms. A lizardfolk lair has been discovered close to the town of Saltmarsh, threatening the town and traffic
on the High Road. The dwarves of Thornhold at the southern end of the Mere of Dead Men might be concerned allies or remain distant and cautious, more wary of the machinations of the Margaster family






