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Returning 35 results for 'bit boon drive cities replicate'.
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races
Dealing with the fey is dangerous, and the gifted are living proof. These broken souls are those umbral humans that have drunk a bit too deeply, too quickly, of the shadows. This transformation is
fey pact, whether as boon or bane.
The gifted can vary widely in their physical appearance, depending on the nature of the change. Sometimes they appear as “normal” umbral humans and
Monsters
Mordenkainen's Fiendish Folio Volume 1
deeply embedded magical compulsion to obedience.
Treasure Hungry. The hag had a particular love of silver, and was loath to allow even the smallest bit of that metal to slip through her grasp. Her
villages and towns near her domain. If those settlements grew too strong, she sent her familiar, a cruel seagull, to harangue the crab folk with its cries and drive them to war. Today, by a stroke of
Monsters
Eberron: Rising from the Last War
to bear on the world. But he can influence events in the vicinity of any of his shards, drawing power from acts of violence.
The Last War was a boon that allowed Rak Tulkhesh to darken the hearts of
cities, the hatred against warforged and Cyran refugees, the calls for a return to war — all these things bear the mark of Rak Tulkhesh's malign influence.
Minions of Rak Tulkhesh. Any organization that
Monsters
Fizban's Treasury of Dragons
. There is a magic in the retelling of stories. Each new teller adds a bit of themself to the spell. (Any)
4
Nurture. Rearing a child is our best chance to make sure our own stories are passed on
visits from a drow mage who corrects what the dragon has learned about the history of the elven schism.
5
A young emerald dragon attempts to drive off a clan of cyclops;cyclopes who have taken up
classes
Eberron: Forge of the Artificer
Spells
1
2
3
4
5
1
+2
Spellcasting, Tinker’s Magic
—
—
2
2
2
—
—
—
—
2
+2
Replicate Magic Item
4
2
2
3
2
—
&mdash
Improvement
7
5
4
12
4
3
3
2
—
17
+6
—
7
5
4
14
4
3
3
3
1
18
+6
Magic Item Master
8
6
4
14
4
3
3
3
1
19
+6
Epic Boon
8
6
4
15
4
3
3
3
2
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
, resilience, and feats of strength.
Primal Instinct
People of towns and cities take pride in their settled ways, as if denying one’s connection to nature were a mark of superiority. To a barbarian
classes
Basic Rules (2014)
gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive
determine how big a part your pact will play in your character’s adventuring career. Your patron’s demands might drive you into adventures, or they might consist entirely of small favors you can
classes
Player’s Handbook
; or (B) 150 GP
Far from bustling cities, amid the trees of trackless forests and across wide plains, Rangers keep their unending watch in the wilderness. Rangers learn to track their quarry as a
Improvement
5
12
4
3
3
2
—
17
+6
Precise Hunter
6
14
4
3
3
3
1
18
+6
Feral Senses
6
14
4
3
3
3
1
19
+6
Epic Boon
6
15
4
3
3
3
2
20
+6
Foe
Monsters
Fizban's Treasury of Dragons
drive the giant away.
2
An adult topaz dragon and an adult bronze dragon are finding their centuries-old enmity turning into a more romantic passion.
3
A djinni hopes to convince a topaz
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->Mordenkainen's Tome of Foes
(cantrip), disguise self (1st level), phantasmal force (2nd level), major image (3rd level) Baalzebul typically recruits individuals rather than cults. He offers hope to those whose failures drive them
to seek redemption. He grants a boon, the Path of Baalzebul trait, that allows a favored cultist to look good in the aftermath of an ally’s failure. Path of Baalzebul. As a bonus action on its turn
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
(cantrip), disguise self (1st level), phantasmal force (2nd level), major image (3rd level) Baalzebul typically recruits individuals rather than cults. He offers hope to those whose failures drive them
to seek redemption. He grants a boon, the Path of Baalzebul trait, that allows a favored cultist to look good in the aftermath of an ally’s failure. Path of Baalzebul. As a bonus action on its turn
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Replicate Magic Item 4 2 2 3 2 — — — — 3 +2 Artificer Subclass 4 2 2 4 3 — — — — 4 +2 Ability Score Improvement 4 2 2 5 3 — — — — 5 +3 Subclass feature 4 2 2 6 4 2 — — — 6 +3 Magic Item Tinker 5 3 2 6
Score Improvement 7 5 4 12 4 3 3 2 — 17 +6 — 7 5 4 14 4 3 3 3 1 18 +6 Magic Item Master 8 6 4 14 4 3 3 3 1 19 +6 Epic Boon 8 6 4 15 4 3 3 3 2 20 +6 Soul of Artifice 8 6 4 15 4 3 3 3 2
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
(cantrip), disguise self (1st level), phantasmal force (2nd level), major image (3rd level) Baalzebul typically recruits individuals rather than cults. He offers hope to those whose failures drive them
to seek redemption. He grants a boon, the Path of Baalzebul trait, that allows a favored cultist to look good in the aftermath of an ally’s failure. Path of Baalzebul. As a bonus action on its turn
classes
Basic Rules (2014)
her holy symbol as light pours from it to drive back the zombies crowding in on her companions.
Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the
a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Replicate Magic Item 4 2 2 3 2 — — — — 3 +2 Artificer Subclass 4 2 2 4 3 — — — — 4 +2 Ability Score Improvement 4 2 2 5 3 — — — — 5 +3 Subclass feature 4 2 2 6 4 2 — — — 6 +3 Magic Item Tinker 5 3 2 6
Score Improvement 7 5 4 12 4 3 3 2 — 17 +6 — 7 5 4 14 4 3 3 3 1 18 +6 Magic Item Master 8 6 4 14 4 3 3 3 1 19 +6 Epic Boon 8 6 4 15 4 3 3 3 2 20 +6 Soul of Artifice 8 6 4 15 4 3 3 3 2
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Replicate Magic Item 4 2 2 3 2 — — — — 3 +2 Artificer Subclass 4 2 2 4 3 — — — — 4 +2 Ability Score Improvement 4 2 2 5 3 — — — — 5 +3 Subclass feature 4 2 2 6 4 2 — — — 6 +3 Magic Item Tinker 5 3 2 6
Score Improvement 7 5 4 12 4 3 3 2 — 17 +6 — 7 5 4 14 4 3 3 3 1 18 +6 Magic Item Master 8 6 4 14 4 3 3 3 1 19 +6 Epic Boon 8 6 4 15 4 3 3 3 2 20 +6 Soul of Artifice 8 6 4 15 4 3 3 3 2
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
between the eastern cities of the Dragon Coast, Cormyr, and Sembia with the Coast Way running south to the great cities of Amn, Tethyr, and far Calimshan. The trade caravans that pass through Greenest
adventure as caravan guards. You can adapt Tyranny of Dragons to different regions of the Realms or to a different setting with a bit more preparation on your part. Change the names and locations to suit your campaign.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
between the eastern cities of the Dragon Coast, Cormyr, and Sembia with the Coast Way running south to the great cities of Amn, Tethyr, and far Calimshan. The trade caravans that pass through Greenest
adventure as caravan guards. You can adapt Tyranny of Dragons to different regions of the Realms or to a different setting with a bit more preparation on your part. Change the names and locations to suit your campaign.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Arriving in Anauroch Created by fearsome magic, the ancient desert of Anauroch hides ruined cities under its sands. The most famous include the lost cities of Netheril, an empire of wizards doomed by
their lust for magical power. When the characters come through the portal, read the following: The desert sun blinds your eyes, and you feel the heat trying to pull every bit of moisture from your
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
between the eastern cities of the Dragon Coast, Cormyr, and Sembia with the Coast Way running south to the great cities of Amn, Tethyr, and far Calimshan. The trade caravans that pass through Greenest
adventure as caravan guards. You can adapt Tyranny of Dragons to different regions of the Realms or to a different setting with a bit more preparation on your part. Change the names and locations to suit your campaign.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Arriving in Anauroch Created by fearsome magic, the ancient desert of Anauroch hides ruined cities under its sands. The most famous include the lost cities of Netheril, an empire of wizards doomed by
their lust for magical power. When the characters come through the portal, read the following: The desert sun blinds your eyes, and you feel the heat trying to pull every bit of moisture from your
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
between the eastern cities of the Dragon Coast, Cormyr, and Sembia with the Coast Way running south to the great cities of Amn, Tethyr, and far Calimshan. The trade caravans that pass through Greenest
adventure as caravan guards. You can adapt Tyranny of Dragons to different regions of the Realms or to a different setting with a bit more preparation on your part. Change the names and locations to suit your campaign.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
between the eastern cities of the Dragon Coast, Cormyr, and Sembia with the Coast Way running south to the great cities of Amn, Tethyr, and far Calimshan. The trade caravans that pass through Greenest
adventure as caravan guards. You can adapt Tyranny of Dragons to different regions of the Realms or to a different setting with a bit more preparation on your part. Change the names and locations to suit your campaign.
classes
Player’s Handbook
pursue lives of crime or domination.
But the lure of knowledge calls even the most unadventurous Wizards from the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most
Mastery
5
23
4
3
3
3
3
1
1
1
1
19
+6
Epic Boon
5
24
4
3
3
3
3
2
1
1
1
20
+6
Signature Spells
5
25
4
3
3
3
3
2
2
1
1
Wizard Class Features
As a Wizard
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Arriving in Anauroch Created by fearsome magic, the ancient desert of Anauroch hides ruined cities under its sands. The most famous include the lost cities of Netheril, an empire of wizards doomed by
their lust for magical power. When the characters come through the portal, read the following: The desert sun blinds your eyes, and you feel the heat trying to pull every bit of moisture from your
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
between the eastern cities of the Dragon Coast, Cormyr, and Sembia with the Coast Way running south to the great cities of Amn, Tethyr, and far Calimshan. The trade caravans that pass through Greenest
adventure as caravan guards. You can adapt Tyranny of Dragons to different regions of the Realms or to a different setting with a bit more preparation on your part. Change the names and locations to suit your campaign.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Cities without Sunlight The drow might have not chosen to live in the Underdark, but just the same they consider it their home, not a prison. Just as the sea elves adapted to their aquatic realm
prefer to visit the surface only at night. Even though they live underground, drow are much more than cave-dwellers. Their cities are as magnificent as anything built by surface elves, and their defenses
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Cities without Sunlight The drow might have not chosen to live in the Underdark, but just the same they consider it their home, not a prison. Just as the sea elves adapted to their aquatic realm
prefer to visit the surface only at night. Even though they live underground, drow are much more than cave-dwellers. Their cities are as magnificent as anything built by surface elves, and their defenses
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Cities without Sunlight The drow might have not chosen to live in the Underdark, but just the same they consider it their home, not a prison. Just as the sea elves adapted to their aquatic realm
prefer to visit the surface only at night. Even though they live underground, drow are much more than cave-dwellers. Their cities are as magnificent as anything built by surface elves, and their defenses
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
entertainment in the dark elves’ subterranean cities. The adventurers have all had the misfortune of falling to such a fate. Captured by the drow, they are prisoners at one of the dark elves’ outposts
dangers of the Underdark, you can start the characters at a higher level (2nd or 3rd) to make things a bit easier for the players.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
bit of special material to fuel his experiments and continue his work — a piece of the characters’ souls, extracted by his machinery. With a successful DC 15 Charisma (Persuasion) check made to
negotiate with Kwalish, the gnome asks only for a single bit of soul energy from any one character. If unsuccessful, he demands one bit of soul from each character in exchange for his aid or information. The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
entertainment in the dark elves’ subterranean cities. The adventurers have all had the misfortune of falling to such a fate. Captured by the drow, they are prisoners at one of the dark elves’ outposts
dangers of the Underdark, you can start the characters at a higher level (2nd or 3rd) to make things a bit easier for the players.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
entertainment in the dark elves’ subterranean cities. The adventurers have all had the misfortune of falling to such a fate. Captured by the drow, they are prisoners at one of the dark elves’ outposts
dangers of the Underdark, you can start the characters at a higher level (2nd or 3rd) to make things a bit easier for the players.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
bit of special material to fuel his experiments and continue his work — a piece of the characters’ souls, extracted by his machinery. With a successful DC 15 Charisma (Persuasion) check made to
negotiate with Kwalish, the gnome asks only for a single bit of soul energy from any one character. If unsuccessful, he demands one bit of soul from each character in exchange for his aid or information. The
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
of framing the core division in the college’s philosophy: is growth or decay the driving force in nature? The philosophy of the root (growth) focuses on life and its irrepressible drive to thrive. This
, using concoctions of noxious ingredients for withering magic Decay 2 Bleed doctor, drain the essence of living creatures to fuel sinister spells Decay 3 Boon witch, brewing drafts to empower the living