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Returning 35 results for 'belong benches diffusing core rage'.
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Classes
Player’s Handbook
Core Barbarian Traits
Primary Ability
Strength
Hit Point Die
D12 per Barbarian level
Saving Throw Proficiencies
Strength and Constitution
Skill Proficiencies
Choose 2
as a Rage. More than a mere emotion—and not limited to anger—this Rage is an incarnation of a predator’s ferocity, a storm’s fury, and a sea’s turmoil.
Some Barbarians
Classes
Player’s Handbook
Core Druid Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Druid level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Animal Handling
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
Monsters
Storm King's Thunder
storm giants and add it to her trove.
The disguised dragon put Mirran and Nym in contact with representatives of Slarkrethel, a legendary kraken that haunts the Trackless Sea. These small folk belong to
their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.
Thunderstorms rage around a legendary blue dragon’s lair, and narrow tubes lined
Species
Guildmasters’ Guide to Ravnica
, loxodons are true terrors—bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to their guilds
guilds is their sense of the size of the community they belong to. For loxodons in the Selesnya Conclave, their community is the world and all living beings in it—everything valuable, meant to live
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
rage against their enemies. They simply observe and react as a situation warrants.
Lizardfolk lack meaningful emotional ties to the past. They assess situations based on their current and future
plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers.
Hapless Soft Ones
At their core, lizardfolk view other humanoids with an indifference verging on
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
Geth’s ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or
ready for change or opportunity.
Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Barbarian DENMAN ROOKE A Fierce Warrior of Primal Rage Core Barbarian Traits Primary Ability Strength Hit Point Die D12 per Barbarian level Saving Throw Proficiencies Strength and Constitution
a Rage. More than a mere emotion—and not limited to anger—this Rage is an incarnation of a predator’s ferocity, a storm’s fury, and a sea’s turmoil. Some Barbarians personify their Rage as a fierce
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Barbarian Core Barbarian Traits Primary Ability Strength Hit Point Die D12 per Barbarian level Saving Throw Proficiencies Strength and Constitution Skill Proficiencies Choose 2: Animal Handling
, 4 Handaxes, Explorer’s Pack, and 15 GP; or (B) 75 GP Barbarians are mighty warriors who are powered by primal forces of the multiverse that manifest as a Rage. More than a mere emotion—and not
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Druid ALEXANDER MOKHOV A Nature Priest of Primal Power Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Druid Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, Animal Handling, Insight
) 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
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
matrimony — in truth, a demonic rite of domination — Zuggtmoy will gain the power to transform the whole of the Underdark into her new Abyssal domain. The only things in her way are a core of
resistance in the myconid community, the rage of her rival Juiblex, and the determination of the adventurers. The characters receive a warning about Zuggtmoy’s plans from Basidia, one of the myconid
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
chairs are scattered around this large room. Wooden benches are drawn up against walls decorated with draperies of brown and red, and several ale kegs are propped up and tapped.
Four tough-looking human
knucklebones when the characters enter. The game isn’t far from turning acrimonious, as most of them do. The dice are loaded, and the ruffian to which they belong is naturally winning. All four have been
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Fire Elemental A faint humanoid shape threads through the core of this wild, moving flame. A fire elemental is a force of capricious devastation. Wherever it moves, it sets its surroundings ablaze
, turning the world to ash, smoke, and cinders. Water can halt its destructive progress, causing the fire elemental to shrink back, hissing and smoking in pain and rage. Fire Elemental
Large elemental
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Rage of Demons Once the dark heart talisman is placed and the characters signal Vizeran, there’s no turning back. The waiting is the hard part. Time seems to drag as you remain alert, weapons drawn
, every nerve singing with the tension in the air all around you.
Finally, a swirling light begins to flare in the darkness. A barely audible humming shakes you to the core, rising and falling like a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Spaceship Locations, Level 4 The fourth level of the spaceship is the service deck. It is the central node of the ship, the brain from which the ship’s core functions derive their processing power
the room as Aphelion’s technological visage—red and unstable, as if shaking with rage—appears on a glassy surface on the tower before you. Sinister red motes on the towers’ faces form a sea of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
and walking sticks hang from hooks on the wall of this entry room. A pair of muddy boots lie on the floor, and a dusty broom stands in the far corner.
The items here all belong to Derwyth. There are
nine walking sticks, each lovingly carved from a different kind of wood. H3: Hall Six wooden posts support the roof of this simple hall. Sturdy benches of hardened clay line the walls, and a long
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
character might belong to one of these groups or another ideological faction, perhaps one of your own creation. The primary factions of Sigil, which are further detailed in chapter 2, adhere to the
include the following details:
A core philosophy centered on an assumption or fundamental truth about the multiverse or its workings
A building that serves as the faction’s headquarters in the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. If provoked to action, loxodons are true terrors — bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to
their sense of the size of the community they belong to. For loxodons in the Selesnya Conclave, their community is the world and all living beings in it — everything valuable, meant to live in harmony
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
collapse any time soon. Membership. The core membership of the Boromar Clan—comprising about one in six of its members—is an extended family of halflings descended from immigrants who came to Sharn from
the Talenta Plains. Another third of the members are unrelated halflings, and the rest belong to other species. The syndicate employs a wide variety of bookkeepers and administrators as well as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
particularly stout dwarf wearing a helm shaped like a boar’s head. He says the gemstone is a spherical emerald roughly three inches in diameter, with a small imperfection in its core shaped vaguely like
themselves in need of assistance in Waterdeep or another alliance city. (For more information on the Lords’ Alliance and its role in Waterdeep, see Waterdeep: Dragon Heist.) Characters who belong to the Lords
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(an arcane focus) and a leather-bound spellbook that belong to Marta Moonshadow (see area 5d). The book contains the following spells: chromatic orb, cone of cold, counterspell, detect magic, dispel
.
Furnishings. A solid stone table fills the west side of the room. The table, sized for dwarves, has shorter legs than most. Stone benches run the length of the table on either side, and a single stone
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters With routine patrols of heavily armed gray dwarves who can turn invisible, Gracklstugh is a relatively safe place for those who know where they belong and stay there. However
the influence of Demogorgon. Many are developing tics, habits, and behaviors that fly against their core beliefs, including guards flaunting their corrupt behavior, the use of adornment for adornment’s
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. The other crystal sconces keep the hall bathed in Bright Light. S20: Privy This room contains a pair of wooden benches, each one situated above a stone hatch that covers a 2-foot-wide, 30-foot-deep
caretakers behind. Ylagan’s Arrival. When Ylagan arrived a year ago and made the outpost his lair, the modrons set about repurposing it to serve the dragon’s needs. Ylagan’s Rage. The dragon keeps his
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
meditating on curved stone benches spaced along the walls. Treasure. Each warrior wears an obsidian scarab engraved with the insignia of House Freth (25 gp). 19b. Stores The stone door to this curved
lock spell cast on it that only drow wearing the obsidian insignia scarabs of House Freth can ignore. These well-appointed quarters belong to the fortress castellan, Rilna Freth, a drow elite warrior
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
with human tracks, as well as a set of tracks that look like they belong to a pair of giant rodents. The reptilian (kobold) tracks fan out, leading to areas M2, M3, and M4. The rodent (giant rat
either direction. Use the boxed text to describe the cave’s other features: Benches and tables are set up as workspaces where miners clean any gemstones they find. Gravel and pebbles are strewn on the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
monster. A table stands in the center of the room, with small, ornately carved benches to either side. Two coffers are propped against the north wall, their lids closed.
This room and its completed
. Mosaics on the wall depict sahuagin warriors sinking large sailing ships. A table in the center of the room is flanked by two ornate benches. Two coffers stand against the north wall, their lids
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
belong to farmers who till plots close to town, shepherds who keep herds in nearby pastures, and workers or servants employed by the larger businesses. Many of the locations in town feature information
customers that “This is how aristocrats wear their boots in Neverwinter,” or “Hats such as this are all the rage in Silverymoon,” even though he has never been to those places. He refuses to speculate about
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
are rounded up and sent about tasks under guard. It is also used for the revels of the off-duty dungeon crew. A few smoky torches burn along the walls. Several benches and tables are pushed out of the
with a heavy iron rod. Each room has a few smoky torches on the walls and moldy straw strewn on the floor. Some crude benches are built into the walls. The occupants of these rooms are subdued to the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
a glass of brandy regains 1 hit point, but a character who drinks two glasses within 1 hour becomes poisoned for 1 hour. Sildar’s Gear. The chain mail and longsword belong to Sildar Hallwinter. Sildar
feet high. Two large wooden tables with plain benches stand in the middle of the room, and a brass brazier full of glowing coals is tucked into one corner. Dirty dishes, half-full stewpots, moldy heels
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. “Kastrith” forbids the characters from opening the chests, claiming they belong to other priests. Inside each chest is a human corpse. Two of the corpses wear bright yellow robes and wooden masks, while the
. Treasure. The chest contains 40 gp and four small agates worth 20 gp each. B56: Temple This temple has fallen into disrepair. Ornate mosaics decorate its walls, and decrepit benches line its broad aisle
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
emblem of Neverwinter worked into its hilt. The chain mail and weapons belong to Sildar Hallwinter. None of these items is magical, but Sildar is grateful if at least his longsword is returned to him
was once the castle’s banquet hall, with a soaring ceiling twenty-five feet high. Two large wooden tables with plain benches stand in the middle of the room, and a brass brazier full of glowing coals
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
baths, which are now contaminated. Three grells hide here, each slurping from its own pool, waiting to ambush creatures that pass by. S43a: Sauna. Wooden benches line the walls of this sweltering
operational, the stasis pods should be, too. Despite centuries of neglect, Oakley’s core faculties remain intact. If requested, the android accompanies the characters on their exploration of this level but
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. The entrance hall of the monastery is also the dining chamber. The aarakocra monks take all their meals here, but it’s also where meetings take place. The aarakocra use backless benches and stools for
and a small table for a candle and washbasin. The monks have no possessions; even their clothes and prayer beads belong to the monastery. 1D. Antechamber. Before entering the shrine, the monks prepare
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
hasn’t seen his father since he was a baby.
Ideal: “Without duty or loyalty, a man is nothing.”
Bond: “Icewind Dale is where I belong for the rest of my life.”
Flaw: “I am honest to a fault
wilderness need to learn to coexist.”
Bond: “Make fun of me all you like, but don’t speak ill of my inn or my employees!”
Flaw: “When something upsets me, I have a tendency to fly into a rage
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. If characters come from within the fire temple and act like they belong there, the guards pay them little mind. Characters who arrive escorted by hobgoblins must convince the guards to let them pass
door opens into a rectangular chamber containing two sets of bunk beds and a trestle table with benches on either side. A large cask sits at one end of the table, and there are several pewter mugs near






