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Returning 35 results for 'beyond before defined constantly replaced'.
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Spells
Player’s Handbook
from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose
Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately
Warforged
Legacy
This doesn't reflect the latest rules and lore.
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races
Eberron: Rising from the Last War
as a new species. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond war. A warforged can be a steadfast ally, a cold
and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was
Monsters
Waterdeep: Dungeon of the Mad Mage
groups of adventurers try to gain decisive control of just a small section of Undermountain’s halls, Halaster constantly alters the dungeon’s perils to thwart them.
Halaster’s true
master of Undermountain, Halaster can alter the entire dungeon to some extent. His lair actions and regional effects don’t extend beyond Undermountain.
Lair Actions
On initiative count 20
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
. Immediately after taking damage, the lich, along with any equipment it is wearing or carrying, magically teleports up to 60 feet to an unoccupied space it can see.From beyond the stars, a Great Old
a distorted form, robbed of most of its power.
An eldritch lich constantly hears bizarre whispers from the Far Realm, to which the lich nods and mutters. Occasionally, the lich uses its telepathy to
Sage
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
Characteristics
Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right
)
2
Beauty. What is beautiful points us beyond itself toward what is true. (Good)
3
Logic. Emotions must not cloud our logical thinking. (Lawful)
4
No Limits. Nothing should fetter the
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
of the world beyond their home.
Barterers of Lore
Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it’s
replaced with a new obsession. Objects remain intriguing only as long as they still hold secrets.
A tabaxi rogue could happily spend months plotting to steal a strange gem from a noble, only to trade it
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effect.Wearing fearsome masks, duergar mind masters usually operate as spies, both inside and beyond a duergar stronghold. Their psionically augmented abilities enable them to see through illusions with ease
works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To
Monsters
Quests from the Infinite Staircase
creature to take his place.
If the creature accepts, it is transformed into a noble djinni. The creature’s game statistics are replaced by those of Nafas (including this trait), though it
this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas
Halfling
Legacy
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races
Basic Rules (2014)
nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home
colors.
Halfling practicality extends beyond their clothing. They’re concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their
Juiblex
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
refuse to part with any of my possessions.”
41–60
“I’ll do everything I can to get others to eat and drink beyond their normal limits.”
61–80
“I
must possess as many material goods as I can.”
81–00
“My personality is irrelevant. I am defined by what I consume.”
Poison; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksCold, Fire, Lightning
Backgrounds
Baldur’s Gate: Descent into Avernus
involved, have a strong chance of knowing who is.
Suggested Characteristics
Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to
1
Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
2
Beauty. What is beautiful points us beyond itself toward what is true. (Good)
3
Logic. Emotions must
races
flowers, or can you only eat living things?
5
Living Tattoos. You appear to have exotic tattoos across your body. They slowly and constantly change, and you have no control over the design. Do
they show images or words, or are they incomprehensible?
6
Ageless. The passage of time affects your appearance differently than others. Do you appear old beyond your years, or look surprisingly
races
Wayfinder's Guide to Eberron
last five thousand years, while Khorvaire is constantly evolving. As an elf, consider your relationship with the past. Do you value the traditions of your ancestors? Or do you fear that your people
achieve this immortality.
The Aereni are isolationists who have little interest in the world beyond their island. The Five Nations are a place of chaos and war. With this in mind, what has caused you to
races
Wayfinder's Guide to Eberron
last five thousand years, while Khorvaire is constantly evolving. As an elf, consider your relationship with the past. Do you value the traditions of your ancestors? Or do you fear that your people
achieve this immortality.
The Aereni are isolationists who have little interest in the world beyond their island. The Five Nations are a place of chaos and war. With this in mind, what has caused you to
races
last five thousand years, while Khorvaire is constantly evolving. As an elf, consider your relationship with the past. Do you value the traditions of your ancestors? Or do you fear that your people
achieve this immortality.
The Aereni are isolationists who have little interest in the world beyond their island. The Five Nations are a place of chaos and war. With this in mind, what has caused you to
classes
Basic Rules (2014)
of his drow foe, then turns to drive his armored elbow into the gut of another.
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury
the closeknit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Creating a Barbarian
When creating a barbarian
Elf
Legacy
This doesn't reflect the latest rules and lore.
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races
Basic Rules (2014)
“I have never imagined such beauty existed,” Goldmoon said softly. The day’s march had been difficult, but the reward at the end was beyond their dreams. The companions stood on a
. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so
Monsters
Fizban's Treasury of Dragons
"}
Trait
1
I often fixate on specific historical battles or wars and won’t rest until my hoard contains that conflict’s most significant artifacts.
2
I am constantly aware of a
call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor.
3
I secretly look forward to adventurers trying to infiltrate my lair. How else could I try
Monsters
Fizban's Treasury of Dragons
or wars and won’t rest until my hoard contains that conflict’s most significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
A Forbidding Land Thay is an isolated and arid windswept plateau some twenty-five hundred miles east of Waterdeep, its dark skies constantly clouded by volcanic ash. This land is defined by the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
A Forbidding Land Thay is an isolated and arid windswept plateau some twenty-five hundred miles east of Waterdeep, its dark skies constantly clouded by volcanic ash. This land is defined by the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
A Forbidding Land Thay is an isolated and arid windswept plateau some twenty-five hundred miles east of Waterdeep, its dark skies constantly clouded by volcanic ash. This land is defined by the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
A Forbidding Land Thay is an isolated and arid windswept plateau some twenty-five hundred miles east of Waterdeep, its dark skies constantly clouded by volcanic ash. This land is defined by the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
A Forbidding Land Thay is an isolated and arid windswept plateau some twenty-five hundred miles east of Waterdeep, its dark skies constantly clouded by volcanic ash. This land is defined by the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
A Forbidding Land Thay is an isolated and arid windswept plateau some twenty-five hundred miles east of Waterdeep, its dark skies constantly clouded by volcanic ash. This land is defined by the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 4: Personality and Background Characters are defined by much more than their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 4: Personality and Background Characters are defined by much more than their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 4: Personality and Background Characters are defined by much more than their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 4: Personality and Background Characters are defined by much more than their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 4: Personality and Background Characters are defined by much more than their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those
Monsters
Fizban's Treasury of Dragons
other nature protectors who don’t understand the dragons’ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed
sun and have no desire to get wet, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 4: Personality and Background Characters are defined by much more than their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
countryside visit as little as possible. A cold wind blows in constantly from the sea, frequently escalating into howling storms. When the winds die down, they’re replaced by a shroud of bone-chilling
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
countryside visit as little as possible. A cold wind blows in constantly from the sea, frequently escalating into howling storms. When the winds die down, they’re replaced by a shroud of bone-chilling
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
countryside visit as little as possible. A cold wind blows in constantly from the sea, frequently escalating into howling storms. When the winds die down, they’re replaced by a shroud of bone-chilling