Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'billowing built diffusing conduct regions'.
Other Suggestions:
bellowing built diffusing consult reasons
billowing build diffusing consult region
bellowing built diffusing consult region
billowing build diffusing conduct region
blowing build diffusing contact regions
Dragonborn
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three
than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor
Monsters
Fizban's Treasury of Dragons
, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
mountain in a local range, transforming it into a series of gleaming spires. Though visitors are rare, the dragon has built a roadway that ascends the mountain to encourage travel to and from the lair
Monsters
Fizban's Treasury of Dragons
in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or
has spent considerable time shaping the pinnacle of the tallest mountain in a local range, transforming it into a series of gleaming spires. Though visitors are rare, the dragon has built a roadway
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Q’barra is split into three main regions. New Galifar is the original colony; it has a feudal structure and holds to the laws of the Treaty of Thronehold. To the north, Hope is a
collection of small mining towns. In Hope, the law goes only as far as the people willing to enforce it. Beyond these human regions lie the unexplored lands of the scales. Haka’torvhak Explorers tell
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Q’barra is split into three main regions. New Galifar is the original colony; it has a feudal structure and holds to the laws of the Treaty of Thronehold. To the north, Hope is a
collection of small mining towns. In Hope, the law goes only as far as the people willing to enforce it. Beyond these human regions lie the unexplored lands of the scales. Haka’torvhak Explorers tell
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Q’barra is split into three main regions. New Galifar is the original colony; it has a feudal structure and holds to the laws of the Treaty of Thronehold. To the north, Hope is a
collection of small mining towns. In Hope, the law goes only as far as the people willing to enforce it. Beyond these human regions lie the unexplored lands of the scales. Haka’torvhak Explorers tell
Monsters
Fizban's Treasury of Dragons
wary eye on the efreeti;efreet who have built a tower near the dragon’s lair, and indirectly aids any who oppose the efreet.
7
An iron golem ferries visitors across the lava moat
defenses.
Emerald Dragon Lair Features
The emerald dragon lair shown in map 5.8 is a series of ancient vaults situated beneath a city built in the caldera of a dormant volcano. The vaults fell into disuse
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Sensa Empire Gazetteer The Sensa Empire runs on gold. Its three principal city-states—Anisa, Niba, and Tarikh—were each built around gold mines, and as their wealth has grown, so has their population
, influence, and foreign trade. Most of the empire is arid and difficult to cultivate, so the regions between the city-states are sparsely inhabited and often lack the resources available in
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Sensa Empire Gazetteer The Sensa Empire runs on gold. Its three principal city-states—Anisa, Niba, and Tarikh—were each built around gold mines, and as their wealth has grown, so has their population
, influence, and foreign trade. Most of the empire is arid and difficult to cultivate, so the regions between the city-states are sparsely inhabited and often lack the resources available in
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Sensa Empire Gazetteer The Sensa Empire runs on gold. Its three principal city-states—Anisa, Niba, and Tarikh—were each built around gold mines, and as their wealth has grown, so has their population
, influence, and foreign trade. Most of the empire is arid and difficult to cultivate, so the regions between the city-states are sparsely inhabited and often lack the resources available in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Pharika as Campaign Villain As a campaign villain, Pharika might conduct experiments in mortal resilience and curiosity, tests that unfold over generations. The characters might spoil one of these
, Pharika watches with delight as too much of a good medicine inspires distress and conflict that threaten to boil over into surrounding regions.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Pharika as Campaign Villain As a campaign villain, Pharika might conduct experiments in mortal resilience and curiosity, tests that unfold over generations. The characters might spoil one of these
, Pharika watches with delight as too much of a good medicine inspires distress and conflict that threaten to boil over into surrounding regions.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
under the sway of a more influential power is usually also included in maps of the Sword Coast. More broadly, the North refers to all the territory north of Amn, split into two general regions: the
towns that are members of the Lords’ Alliance, the dwarfholds that have been built throughout the area, the island kingdoms off the coast, the independent realms scattered up and down the coast, and the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
under the sway of a more influential power is usually also included in maps of the Sword Coast. More broadly, the North refers to all the territory north of Amn, split into two general regions: the
towns that are members of the Lords’ Alliance, the dwarfholds that have been built throughout the area, the island kingdoms off the coast, the independent realms scattered up and down the coast, and the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Pharika as Campaign Villain As a campaign villain, Pharika might conduct experiments in mortal resilience and curiosity, tests that unfold over generations. The characters might spoil one of these
, Pharika watches with delight as too much of a good medicine inspires distress and conflict that threaten to boil over into surrounding regions.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
under the sway of a more influential power is usually also included in maps of the Sword Coast. More broadly, the North refers to all the territory north of Amn, split into two general regions: the
towns that are members of the Lords’ Alliance, the dwarfholds that have been built throughout the area, the island kingdoms off the coast, the independent realms scattered up and down the coast, and the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
gymnasium, a music or dance hall, or a cleverly built gauntlet of traps and hazards. It might contain inanimate targets (for weapon practice), padded mats, and other equipment. One of the facility’s
use its mastery property. Empower: Training. When you issue the Empower order to this facility, the facility’s hirelings conduct training exercises for the next 7 days. Any character who trains here
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
gymnasium, a music or dance hall, or a cleverly built gauntlet of traps and hazards. It might contain inanimate targets (for weapon practice), padded mats, and other equipment. One of the facility’s
use its mastery property. Empower: Training. When you issue the Empower order to this facility, the facility’s hirelings conduct training exercises for the next 7 days. Any character who trains here
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Wondrous item No Cast-off armor Armor No Charlatan’s die Wondrous item Yes Cloak of billowing Wondrous item No Cloak of many fashions Wondrous item No Clockwork amulet Wondrous item No Clothes of
NECESSARY IN A CAMPAIGN?
The D&D game is built on the assumption that magic items appear sporadically and that they are always a boon, unless an item bears a curse. Characters and monsters are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
gymnasium, a music or dance hall, or a cleverly built gauntlet of traps and hazards. It might contain inanimate targets (for weapon practice), padded mats, and other equipment. One of the facility’s
use its mastery property. Empower: Training. When you issue the Empower order to this facility, the facility’s hirelings conduct training exercises for the next 7 days. Any character who trains here
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Wondrous item No Cast-off armor Armor No Charlatan’s die Wondrous item Yes Cloak of billowing Wondrous item No Cloak of many fashions Wondrous item No Clockwork amulet Wondrous item No Clothes of
NECESSARY IN A CAMPAIGN?
The D&D game is built on the assumption that magic items appear sporadically and that they are always a boon, unless an item bears a curse. Characters and monsters are
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
gardens, the imperial palace, the Great Orrery, and the docks. Sixty-foot-tall stone towers built into the walls are topped with ballistae and mangonels. Imperial CitadelView Player Version Regions The
given time. No structures are built on the underside of the citadel, which is dotted with natural rocky protrusions. On the topside, stone walls 20 feet thick and 40 feet high control access to the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
gardens, the imperial palace, the Great Orrery, and the docks. Sixty-foot-tall stone towers built into the walls are topped with ballistae and mangonels. Imperial CitadelView Player Version Regions The
given time. No structures are built on the underside of the citadel, which is dotted with natural rocky protrusions. On the topside, stone walls 20 feet thick and 40 feet high control access to the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
gardens, the imperial palace, the Great Orrery, and the docks. Sixty-foot-tall stone towers built into the walls are topped with ballistae and mangonels. Imperial CitadelView Player Version Regions The
given time. No structures are built on the underside of the citadel, which is dotted with natural rocky protrusions. On the topside, stone walls 20 feet thick and 40 feet high control access to the
Monsters
Fizban's Treasury of Dragons
built in the caldera of a dormant volcano. The vaults fell into disuse over a century ago when an upwelling from the lake at the caldera’s center collapsed a portion of the vaults and flooded their
, and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Wondrous item No Cast-off armor Armor No Charlatan’s die Wondrous item Yes Cloak of billowing Wondrous item No Cloak of many fashions Wondrous item No Clockwork amulet Wondrous item No Clothes of
NECESSARY IN A CAMPAIGN?
The D&D game is built on the assumption that magic items appear sporadically and that they are always a boon, unless an item bears a curse. Characters and monsters are
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, Cyre, Karrnath and Thrane are collectively referred to as the Five Nations. These nations formed the heart of the Kingdom of Galifar, and while each has a unique cultural identity they are built on this
Marches are regions that have no unified government, while Droaam has declared itself to be a nation but has yet to be recognized by the others. Getting Around. The Five Nations are connected by an
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, Cyre, Karrnath and Thrane are collectively referred to as the Five Nations. These nations formed the heart of the Kingdom of Galifar, and while each has a unique cultural identity they are built on this
Marches are regions that have no unified government, while Droaam has declared itself to be a nation but has yet to be recognized by the others. Getting Around. The Five Nations are connected by an
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, Cyre, Karrnath and Thrane are collectively referred to as the Five Nations. These nations formed the heart of the Kingdom of Galifar, and while each has a unique cultural identity they are built on this
Marches are regions that have no unified government, while Droaam has declared itself to be a nation but has yet to be recognized by the others. Getting Around. The Five Nations are connected by an
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Tempus The Foehammer, the Lord of Battles Tempus is a war god concerned with brave conduct during war, using force of arms over talk for settling disputes, and encouraging bloodshed. The god of war
with one foot in each mount’s stirrup, signifying the unpredictable nature of battle. In such visions, Tempus is always a powerfully built warrior dressed for battle in the style of those who
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
go, there always appear to be more levels below. Gravenhollow: General Features Not even the current librarians know who built Gravenhollow. All they know is that the library has existed since the dawn
location within it.
A Place of Peace. Visitors to the library of Gravenhollow are expected to conduct themselves with decorum, and to refrain from arguments and violence. Creatures that incite conflict
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The Old Wall The original wall built during Balduran’s day, which encloses the Upper City and separates it from the Lower City, occupies an outsize place in the city’s history and imagination. As the
shrouds the river, the docks, and most of the Lower City. The persistent fog makes it easy to conduct illicit business or commit a murder without anyone catching sight of the “interaction” through a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Tempus The Foehammer, the Lord of Battles Tempus is a war god concerned with brave conduct during war, using force of arms over talk for settling disputes, and encouraging bloodshed. The god of war
with one foot in each mount’s stirrup, signifying the unpredictable nature of battle. In such visions, Tempus is always a powerfully built warrior dressed for battle in the style of those who
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Tempus The Foehammer, the Lord of Battles Tempus is a war god concerned with brave conduct during war, using force of arms over talk for settling disputes, and encouraging bloodshed. The god of war
with one foot in each mount’s stirrup, signifying the unpredictable nature of battle. In such visions, Tempus is always a powerfully built warrior dressed for battle in the style of those who
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
The Old Wall The original wall built during Balduran’s day, which encloses the Upper City and separates it from the Lower City, occupies an outsize place in the city’s history and imagination. As the
shrouds the river, the docks, and most of the Lower City. The persistent fog makes it easy to conduct illicit business or commit a murder without anyone catching sight of the “interaction” through a






