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Returning 35 results for 'blending broad diffusing constructed revered'.
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classes
What is truly natural? The warforged are living creatures, despite being constructed from wood and steel. Druids who embrace the Circle of the Forged explore the potential of the
warforged form, blending animal shapes with warforged durability. Only a handful of Druids follow this Circle. Did you learn these techniques from a mentor? Are you driven by instinct, still
classes
What is truly natural? The warforged are living creatures, despite being constructed from wood and steel. Druids who embrace the Circle of the Forged explore the potential of the
warforged form, blending animal shapes with warforged durability. Only a handful of Druids follow this Circle. Did you learn these techniques from a mentor? Are you driven by instinct, still
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
travelers into the chasm’s mouth. After several treacherous miles, the stairway terminates on a broad, flat landing that juts out over the immense black chasm. In the gloom, a lost dwarven city lays in
built a palace in a vast cavern upon the edge of a great chasm. Where the cavern’s glittering, mineral-encrusted ceiling rose high, the dwarves constructed spacious plazas in which they carved towering
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
travelers into the chasm’s mouth. After several treacherous miles, the stairway terminates on a broad, flat landing that juts out over the immense black chasm. In the gloom, a lost dwarven city lays in
built a palace in a vast cavern upon the edge of a great chasm. Where the cavern’s glittering, mineral-encrusted ceiling rose high, the dwarves constructed spacious plazas in which they carved towering
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
travelers into the chasm’s mouth. After several treacherous miles, the stairway terminates on a broad, flat landing that juts out over the immense black chasm. In the gloom, a lost dwarven city lays in
built a palace in a vast cavern upon the edge of a great chasm. Where the cavern’s glittering, mineral-encrusted ceiling rose high, the dwarves constructed spacious plazas in which they carved towering
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
high. The stairs are trapped; see below. The entrance to the cave ends here at a 10-foot drop-off. To your right, broad steps are roughly hewn into a natural stone ramp. The cavern below is carpeted
use. Trapped Stairs The stairs are constructed so that the lowest steps collapse into a ramp that dumps a character right at the base of the violet fungi. Roll any die as each character descends the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
high. The stairs are trapped; see below. The entrance to the cave ends here at a 10-foot drop-off. To your right, broad steps are roughly hewn into a natural stone ramp. The cavern below is carpeted
use. Trapped Stairs The stairs are constructed so that the lowest steps collapse into a ramp that dumps a character right at the base of the violet fungi. Roll any die as each character descends the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
high. The stairs are trapped; see below. The entrance to the cave ends here at a 10-foot drop-off. To your right, broad steps are roughly hewn into a natural stone ramp. The cavern below is carpeted
use. Trapped Stairs The stairs are constructed so that the lowest steps collapse into a ramp that dumps a character right at the base of the violet fungi. Roll any die as each character descends the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
high. The stairs are trapped; see below. The entrance to the cave ends here at a 10-foot drop-off. To your right, broad steps are roughly hewn into a natural stone ramp. The cavern below is carpeted
use. Trapped Stairs The stairs are constructed so that the lowest steps collapse into a ramp that dumps a character right at the base of the violet fungi. Roll any die as each character descends the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
high. The stairs are trapped; see below. The entrance to the cave ends here at a 10-foot drop-off. To your right, broad steps are roughly hewn into a natural stone ramp. The cavern below is carpeted
use. Trapped Stairs The stairs are constructed so that the lowest steps collapse into a ramp that dumps a character right at the base of the violet fungi. Roll any die as each character descends the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
high. The stairs are trapped; see below. The entrance to the cave ends here at a 10-foot drop-off. To your right, broad steps are roughly hewn into a natural stone ramp. The cavern below is carpeted
use. Trapped Stairs The stairs are constructed so that the lowest steps collapse into a ramp that dumps a character right at the base of the violet fungi. Roll any die as each character descends the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Nonhuman Deities Certain gods closely associated with nonhuman races are revered on many different worlds, though not always in the same way. The nonhuman races of the Forgotten Realms and Greyhawk
domain is incredibly broad, and a cleric of any non-evil deity can choose it.
A number of other deities, mostly evil ones, suggest the Death domain, which is detailed in the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Nonhuman Deities Certain gods closely associated with nonhuman races are revered on many different worlds, though not always in the same way. The nonhuman races of the Forgotten Realms and Greyhawk
domain is incredibly broad, and a cleric of any non-evil deity can choose it.
A number of other deities, mostly evil ones, suggest the Death domain, which is detailed in the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Nonhuman Deities Certain gods closely associated with nonhuman races are revered on many different worlds, though not always in the same way. The nonhuman races of the Forgotten Realms and Greyhawk
domain is incredibly broad, and a cleric of any non-evil deity can choose it.
A number of other deities, mostly evil ones, suggest the Death domain, which is detailed in the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
gatehouse, read the following boxed text aloud:
This gatehouse consists of a broad stone archway framed by a squat building constructed along the keep’s inner wall. Battlements line its flat roof, atop
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
gatehouse, read the following boxed text aloud:
This gatehouse consists of a broad stone archway framed by a squat building constructed along the keep’s inner wall. Battlements line its flat roof, atop
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
gatehouse, read the following boxed text aloud:
This gatehouse consists of a broad stone archway framed by a squat building constructed along the keep’s inner wall. Battlements line its flat roof, atop
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Nonhuman Deities Certain gods closely associated with nonhuman races are revered on many different worlds, though not always in the same way. The nonhuman races of the Forgotten Realms and Greyhawk
associated with healing, protection, childbirth, nurturing, or fertility. As described in the Classes section, though, the Life domain is incredibly broad, and a cleric of any non-evil deity can
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Nonhuman Deities Certain gods closely associated with nonhuman races are revered on many different worlds, though not always in the same way. The nonhuman races of the Forgotten Realms and Greyhawk
associated with healing, protection, childbirth, nurturing, or fertility. As described in the Classes section, though, the Life domain is incredibly broad, and a cleric of any non-evil deity can
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Nonhuman Deities Certain gods closely associated with nonhuman races are revered on many different worlds, though not always in the same way. The nonhuman races of the Forgotten Realms and Greyhawk
associated with healing, protection, childbirth, nurturing, or fertility. As described in the Classes section, though, the Life domain is incredibly broad, and a cleric of any non-evil deity can
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
plane of battle and bloodshed. Constructed in tiers on a fortified hill, Rigus is a monument to military strength. Eight octagonal iron walls, menacing and impenetrable, divide the town into seven
in Rigus. Seasoned tacticians with centuries of battlefield experience between them, they command the armies of nations. Among them is General Braahg (lawful neutral hobgoblin warlord), a broad
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
plane of battle and bloodshed. Constructed in tiers on a fortified hill, Rigus is a monument to military strength. Eight octagonal iron walls, menacing and impenetrable, divide the town into seven
in Rigus. Seasoned tacticians with centuries of battlefield experience between them, they command the armies of nations. Among them is General Braahg (lawful neutral hobgoblin warlord), a broad
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
plane of battle and bloodshed. Constructed in tiers on a fortified hill, Rigus is a monument to military strength. Eight octagonal iron walls, menacing and impenetrable, divide the town into seven
in Rigus. Seasoned tacticians with centuries of battlefield experience between them, they command the armies of nations. Among them is General Braahg (lawful neutral hobgoblin warlord), a broad
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Winding Way When the abbey was constructed, the cultists dug these tunnels for treasure storage. Only the abbey’s overlord was privy to all the passage’s secrets, and he died in the pirates
solid iron. Two living iron statues (see appendix C) guard this area. They immediately attack anyone entering the room who is not a resident of the abbey. The statues have been constructed purely as
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Winding Way When the abbey was constructed, the cultists dug these tunnels for treasure storage. Only the abbey’s overlord was privy to all the passage’s secrets, and he died in the pirates
solid iron. Two living iron statues (see appendix C) guard this area. They immediately attack anyone entering the room who is not a resident of the abbey. The statues have been constructed purely as
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
of the road is a broad-shouldered giant with dusky skin and flaming red hair. She wears intimidating armor made of jagged lava rock and wields a searing scepter.
“None shall pass,” the giant intones
around one ankle; the shackle is attached to a long metal chain wrapped around the anvil’s base. Looming in the chamber’s corner is a partially constructed war machine of stone and steel shaped like a
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
of the road is a broad-shouldered giant with dusky skin and flaming red hair. She wears intimidating armor made of jagged lava rock and wields a searing scepter.
“None shall pass,” the giant intones
around one ankle; the shackle is attached to a long metal chain wrapped around the anvil’s base. Looming in the chamber’s corner is a partially constructed war machine of stone and steel shaped like a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Vogler’s Crossing South of Vogler, an incomplete stone bridge begins to stretch across the Vingaard River. Half-constructed before the Cataclysm using techniques lost in the ages since, the bridge
skiffs allow travelers and even small wagons to cross the river. The process is safe but slow, taking approximately 10 minutes for a raft to cross the broad river. Travelers can make use of the crossing
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Winding Way When the abbey was constructed, the cultists dug these tunnels for treasure storage. Only the abbey’s overlord was privy to all the passage’s secrets, and he died in the pirates
solid iron. Two living iron statues (see appendix C) guard this area. They immediately attack anyone entering the room who is not a resident of the abbey. The statues have been constructed purely as
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
of the road is a broad-shouldered giant with dusky skin and flaming red hair. She wears intimidating armor made of jagged lava rock and wields a searing scepter.
“None shall pass,” the giant intones
around one ankle; the shackle is attached to a long metal chain wrapped around the anvil’s base. Looming in the chamber’s corner is a partially constructed war machine of stone and steel shaped like a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Vogler’s Crossing South of Vogler, an incomplete stone bridge begins to stretch across the Vingaard River. Half-constructed before the Cataclysm using techniques lost in the ages since, the bridge
skiffs allow travelers and even small wagons to cross the river. The process is safe but slow, taking approximately 10 minutes for a raft to cross the broad river. Travelers can make use of the crossing
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Vogler’s Crossing South of Vogler, an incomplete stone bridge begins to stretch across the Vingaard River. Half-constructed before the Cataclysm using techniques lost in the ages since, the bridge
skiffs allow travelers and even small wagons to cross the river. The process is safe but slow, taking approximately 10 minutes for a raft to cross the broad river. Travelers can make use of the crossing
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
partially obscuring the southern hall. To the east, a broad corridor ends in two more doors leading south and east. The corridor is cluttered with dusty rubble and fallen plaster from a partial collapse of
(Religion) check to identify the deities that were once revered here: Oghma (god of knowledge), Mystra (god of magic), Lathander (god of dawn), and Tymora (god of luck). Development. If combat erupts
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
partially obscuring the southern hall. To the east, a broad corridor ends in two more doors leading south and east. The corridor is cluttered with dusty rubble and fallen plaster from a partial collapse of
(Religion) check to identify the deities that were once revered here: Oghma (god of knowledge), Mystra (god of magic), Lathander (god of dawn), and Tymora (god of luck). Development. If combat erupts
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
southern hall. To the east, a broad corridor ends in two more doors leading south and east. The corridor is cluttered with dusty rubble and fallen plaster from a partial collapse of the ceiling overhead
, preferably in twos or threes. Any cleric who examines the chapel’s decor can attempt a DC 10 Intelligence (Religion) check to identify the deities that were once revered here: Oghma (god of






