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Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
; territory.
Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect
, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus
shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.
Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating
. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.
Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus
shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.
Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus
shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.
Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating
. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.
Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating
. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.
Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
magical creatures such as blink dogs, faerie dragons, treants, and unicorns. The darker regions of the plane are home to such malevolent creatures as hags, blights, goblins, ogres, and giants. SEELIE AND
are evil, but their opposition to each other stems from their queens’ jealous rivalry, not abstract moral concerns. Ugly denizens of the Feywild, such as fomorians and hags, are almost never members of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
magical creatures such as blink dogs, faerie dragons, treants, and unicorns. The darker regions of the plane are home to such malevolent creatures as hags, blights, goblins, ogres, and giants. SEELIE AND
are evil, but their opposition to each other stems from their queens’ jealous rivalry, not abstract moral concerns. Ugly denizens of the Feywild, such as fomorians and hags, are almost never members of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
magical creatures such as blink dogs, faerie dragons, treants, and unicorns. The darker regions of the plane are home to such malevolent creatures as hags, blights, goblins, ogres, and giants. SEELIE AND
are evil, but their opposition to each other stems from their queens’ jealous rivalry, not abstract moral concerns. Ugly denizens of the Feywild, such as fomorians and hags, are almost never members of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Waterdeep — extend their influence into nearby regions, often creating or accepting vassal settlements, but in the end, these realms are cities, driven to consider their own protection and future
before other concerns. In the years soon after its founding more than one hundred fifty years ago, there was more interest in membership, and the Alliance accepted some members from farther south. Since
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Waterdeep — extend their influence into nearby regions, often creating or accepting vassal settlements, but in the end, these realms are cities, driven to consider their own protection and future
before other concerns. In the years soon after its founding more than one hundred fifty years ago, there was more interest in membership, and the Alliance accepted some members from farther south. Since
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Waterdeep — extend their influence into nearby regions, often creating or accepting vassal settlements, but in the end, these realms are cities, driven to consider their own protection and future
before other concerns. In the years soon after its founding more than one hundred fifty years ago, there was more interest in membership, and the Alliance accepted some members from farther south. Since
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
this tumult, conflict broke out in many regions of the continent. The orcs of Many-Arrows warred against the dwarfholds of the North and their allies. Sembia invaded the Dalelands, and Cormyr raised an
tales of people empowered by the gods, and of far-off lands returned to the world, are the subjects of fireside chatter. Daily concerns and the dangers and opportunities just beyond their doors take precedence, and plenty of both remain on the Sword Coast and in the North.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
this tumult, conflict broke out in many regions of the continent. The orcs of Many-Arrows warred against the dwarfholds of the North and their allies. Sembia invaded the Dalelands, and Cormyr raised an
tales of people empowered by the gods, and of far-off lands returned to the world, are the subjects of fireside chatter. Daily concerns and the dangers and opportunities just beyond their doors take precedence, and plenty of both remain on the Sword Coast and in the North.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
doing so. THE WARDS OF WATERDEEP
Waterdeep has long been divided into several large regions called wards. To locals these are essential to Waterdeep, but outsiders often lose track of which ward
mainly the wealthy or influential who can’t count themselves among the nobility. Other structures are taken up by educational or religious concerns that primarily serve the city at large, not the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
doing so. THE WARDS OF WATERDEEP
Waterdeep has long been divided into several large regions called wards. To locals these are essential to Waterdeep, but outsiders often lose track of which ward
mainly the wealthy or influential who can’t count themselves among the nobility. Other structures are taken up by educational or religious concerns that primarily serve the city at large, not the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
this tumult, conflict broke out in many regions of the continent. The orcs of Many-Arrows warred against the dwarfholds of the North and their allies. Sembia invaded the Dalelands, and Cormyr raised an
tales of people empowered by the gods, and of far-off lands returned to the world, are the subjects of fireside chatter. Daily concerns and the dangers and opportunities just beyond their doors take precedence, and plenty of both remain on the Sword Coast and in the North.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
doing so. THE WARDS OF WATERDEEP
Waterdeep has long been divided into several large regions called wards. To locals these are essential to Waterdeep, but outsiders often lose track of which ward
mainly the wealthy or influential who can’t count themselves among the nobility. Other structures are taken up by educational or religious concerns that primarily serve the city at large, not the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
best able to take advantage of trade routes and access to the Sea of Fallen Stars. As in the North, there are cold lands to the east, as well as more temperate regions. As one travels farther from the
place Aglarond will be in a generation’s time, except that its potential for great change will be realized. REGIONS OF THE REALMS
Just as “the North” describes an area that includes a number of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
best able to take advantage of trade routes and access to the Sea of Fallen Stars. As in the North, there are cold lands to the east, as well as more temperate regions. As one travels farther from the
place Aglarond will be in a generation’s time, except that its potential for great change will be realized. REGIONS OF THE REALMS
Just as “the North” describes an area that includes a number of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
best able to take advantage of trade routes and access to the Sea of Fallen Stars. As in the North, there are cold lands to the east, as well as more temperate regions. As one travels farther from the
place Aglarond will be in a generation’s time, except that its potential for great change will be realized. REGIONS OF THE REALMS
Just as “the North” describes an area that includes a number of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
center around goals broader than a single dragon’s territory or concerns. This section discusses several organizations whose plots can unfold across small regions, whole worlds, or even multiple
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
center around goals broader than a single dragon’s territory or concerns. This section discusses several organizations whose plots can unfold across small regions, whole worlds, or even multiple
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
center around goals broader than a single dragon’s territory or concerns. This section discusses several organizations whose plots can unfold across small regions, whole worlds, or even multiple






