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Returning 35 results for 'belong before druids construct related'.
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Classes
Player’s Handbook
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9 GP; or (B) 50 GP
Druids belong to ancient
orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.
Revering nature above all
Goliath
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mordenkainen Presents: Monsters of the Multiverse
The first goliaths lived on the highest mountain peaks—far above the tree line, where the air is thin and frigid winds howl. Distantly related to giants and infused with the supernatural
’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid
Backgrounds
Ghosts of Saltmarsh
it.
6
A pipe, an ale, and the smell of the sea: paradise.
7
I have an endless supply of cautionary tales related to the sea.
8
I don’t mind getting my hands dirty
don’t belong to me, especially if they are very well made.
Saltmarsh Ties
Ships make Saltmarsh’s economy run. You have contacts with one of the following leaders in town. Choose
Magic Items
Tasha’s Cauldron of Everything
Named for the warlord who infamously employed it, the Mighty Servant of Leuk-o is a fantastically powerful, 10-foot-tall machine that turns into an animate construct when piloted. Crafted of a
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that call on the forces of nature. Harnessing the
magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction. Revering nature above all, individual Druids gain their magic from nature, a nature
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Shields Starting Equipment Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that
call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction. Revering nature above all
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Circle class feature in the Player’s Handbook, the Circle of the Moon is common for Circle of Swords druids, although some belong to the Circle of the Land (Forest). The Emerald Enclave Less a druid
clothing as a symbol of their membership, often bearing the emblem of a stag’s head. In the Druid Circle class feature in the Player’s Handbook, Emerald Enclave druids belong to the Circle of the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
amphitheater that serves as the meeting place of the Citadel’s ruling council, the Speakers for the Ancestors. While the Preserve has little indigenous wildlife—mostly birds and small mammals—a sect of druids
frequently brings injured animals here to be healed and rehabilitated. The Preserve is where the druids keep animals that can no longer survive in their native habitats, creating a menagerie of rare
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
amphitheater that serves as the meeting place of the Citadel’s ruling council, the Speakers for the Ancestors. While the Preserve has little indigenous wildlife—mostly birds and small mammals—a sect of druids
frequently brings injured animals here to be healed and rehabilitated. The Preserve is where the druids keep animals that can no longer survive in their native habitats, creating a menagerie of rare
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
druids of the Flanaess belong to a great order known as the Old Faith. Each region of the continent falls under the purview of a Great Druid, who in turn oversees a hierarchy of lower-ranking druids
scattered throughout the lands under his or her dominion. Among their other concerns, the Druids of the Old Faith are staunch enemies of the followers of Elemental Evil and root out its worshipers
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the city who doesn’t belong to one or more guilds, or doesn’t work for someone who does. As a visitor to Waterdeep, you need to know this, lest you run afoul of “Guild Law.” Guild Law isn’t technically
the outsider. In Neverwinter, if you want to construct a building, you simply purchase the land and hire workers to build it. In Waterdeep, the Surveyors’, Map-, and Chart-makers’ Guild must first be
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
magical reagents. Most of them have small libraries containing works related to the workshop’s signature creations. Arcane Workshop Features Arcane workshops have many features in common, from workbenches
artificers finish making the item. 2 Petition the ranking artificer for access to the workshop’s specialized library. 3 Use the workshop to create a crucial magic item. 4 Locate a stolen construct that has
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
the Gatekeeper druids ultimately drove the daelkyr back and held them in check, the war so destabilized the Dhakaani Empire that it soon collapsed. Ruins of cities and fortifications built during the
dangers lurking there range from ancient traps and Construct guardians crafted by long-dead goblinoids to subterranean monsters that lair in the ruins. Adventures involving the remnants of the Daelkyr
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dragonlance setting. Ability Score Increase. Your Constitution score increases by 1. Artificer’s Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or
can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dragonlance setting. Ability Score Increase. Your Constitution score increases by 1. Artificer’s Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or
can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the Fey, becoming Greensinger druids or warlocks bargaining with Archfey. As a Khoravar, do any of these paths appeal to you? Half-Elves and Dragonmarks Half-elves families carry two dragonmarks
. House Medani holds the Mark of Detection, and offers services related to investigation, threat assessment, and security. House Lyrandar carries the Mark of Storms. Lyrandar has long dominated the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
The Ordning Each of the main giant races — the cloud giant, fire giant, frost giant, hill giant, stone giant, and storm giants — are related by common elements of history, religion, and culture. They
view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum. Giants belong to a caste structure called the ordning. Based on social class and highly organized
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Carved into the lintel is a single word in the Dwarvish script.
The skulls and bones embedded in the doors belong to several young white dragons. Giants use the Dwarvish script as their written
, her roc, to cast a spell that holds the next day’s sun at bay. Otherwise, she resides upstairs (on the palace level). Auril is sometimes attended by frost druids, although no druids are present at
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Glaurach, Myth Nantar, and others) has, or had, a mythal protecting it. The ruins of such places are certain to have unpredictable effects related to their damaged or destroyed mythals. WEAVE-AFFECTING
twist and reknit themselves depending on the magic involved.
Dispel Magic. Dispel magic unwinds and prematurely ends magic, unraveling whatever construct of the Weave was put in place.
Antimagic
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
characters in your campaign all belong to the same house. The following houses have significant internal conflicts. Cannith. The leaders of House Cannith perished in the Mourning, and three powerful
Lyrriman d’Sivis managed to head the house for ninety years. Tharashk. An ancient conflict lies hidden within the foundations of House Tharashk. The powerful Torrn clan has ties to the Gatekeeper druids
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ridges on either side of it by wooden bridges. Hanging off it are a pair of empty iron cages, and dangling underneath the tower’s raised platform is a nine-foot-tall, golem-like construct with a helm
hatches built into it that can be lifted away to get at the rigging underneath. Dangling Construct. The construct dangling beneath the platform is a shield guardian that survived the fall of Ythryn
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
powerful, 10-foot-tall machine that turns into an animate construct when piloted. Crafted of a gleaming black alloy of unknown origin, the servant is often described as a combination of a disproportioned
of unstoppable destruction. Tales of the servant’s origins involve more conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
an endless supply of cautionary tales related to the sea. 8 I don’t mind getting my hands dirty. Shipwright Ideals d6 Ideal 1 Crew. If everyone on deck pitches in, we’ll never sink. (Good) 2
little thing like eating and sleeping. 5 I’m judgmental of those who are not skilled with tools of some kind. 6 I sometimes take things that don’t belong to me, especially if they are very well made
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
another blue dragon related to them.
7 Rock slides have closed a mountain pass, and the only other road through the area wends through the territory of a blue dragon notorious for playing illusory
pseudodragon as a sibling.
2 A blue dragon wyrmling frequently wanders off to a nearby city, where the residents treat the wyrmling as royalty.
3 A clan of druids has taken in an orphaned blue dragon
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
: All the heads belong to former monarchs who were deposed and killed by usurpers. Many of the former monarchs were betrayed by others whose rotting heads now also sit on spikes. The current monarch is
matter. Appendix D has additional roleplaying notes for Clapperclaw. Clapperclaw the Scarecrow
Small Construct, Lawful Neutral
Armor Class 12 (natural armor)
Hit Points 14 (4d6)
Speed 25 ft
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
as a proficiency. You could even mandate that skill as one of the choices for rogues who belong to this guild. You can also change armor and weapon proficiencies to reflect certain aspects of your
world. For example, you could decide that the clerics of a particular deity belong to an order that forbids the accumulation of material goods, other than magic items useful for their divine mission
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
neutral. Neutral. (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Druids are traditionally neutral, as are typical
, such as thieves’ cant or the tongue of druids.
Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Hanali perform weddings between elves and preside over most other family-related ceremonies. Other than nuptials and a spate of spring celebrations, the priests conduct few observances. Pools of Beauty
welfare of forests and prairies, the passing of the seasons, and the lives of beasts. Most of his followers and priests are elf druids. They’re just as insular and secretive as any other druids, which
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
initiation, in which the initiate is mystically identified with a god, or a handful of related gods. Mystery cults are intensely personal, concerned with the initiate’s relationship with the divine
, disease, and war belong to the evil deity. Animism Animism is the belief that spirits inhabit every part of the natural world. In an animistic worldview, everything has a spirit, from the grandest
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
lunatic. The ground nearby is crawling with tiny twig monsters. The Barovian wilderness is home to druids who worship Strahd because of his ability to control the weather and the beasts of Barovia. The
druids are savage and violent, and each controls a host of twig blights, which fights until destroyed. If all the twig blights are destroyed or the druid loses more than half of its hit points, the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the character refuses the offer, the altar emits smoke that coalesces into a hulking figure. This hostile figure uses the clay golem stat block, but it is an Undead instead of a Construct. If the
pieces of a mirror. The bones belong to Madar, one of Cithcillion’s companions. Madar’s bones were thrown from the marble slab when the City of Lost Names fell from the sky. The bones are now scattered
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Fungal Plague. To protect a primeval forest from the encroachment of hunters and settlers, druids unleash a fungal plague that quickly gets out of hand. Old Enemy. An elusive villain who plagued the
the stage for the whole campaign. The characters might uncover clues to this mystery from time to time, while individual adventures might be only tangentially related to it. Consider conflicts like
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
after the table to determine related details and story hooks. Island Theme d6 Theme 1 Alien 2 Cursed 3 Hostile 4 Sanctum 5 Welcoming 6 Wild Alien Alien islands are inhabited by isolated creatures
4 1d6 druids and 5d10 tribal warriors 5 3d10 centaurs 6 3d10 scouts and 5d10 commoners Welcoming Island Story Hooks d4 Story Hook 1 The island is a colony or outpost sponsored by a nation or
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
dangerously pollute the river, leading a coalition of druids and patriars to construct the Sewer Keep. A series of three towers built into the walls at the western end of the Seatower neighborhood, the
by city stipends and tips from grieving loved ones. In secret, the Candulhallows have grown quietly rich off a variety of death-related scams. Chief among these is a secret smuggling arrangement with
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
to understand
their place in the cosmos
Giant Construct Encounters Use the Giant Construct Encounters table to populate ancient giants’ ruins that have been sealed from the outside world for
ancient giants. You can alter the appearance of any Construct on this table to reflect the nature of its creators. An iron golem built by fire giants might spew embers and sooty smoke between its iron






