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Returning 35 results for 'blessing barren diffusing continue remain'.
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Monsters
Bigby Presents: Glory of the Giants
, inquisitive, and power-hungry fomorians felt they had already learned all they could from the Material Plane, and they departed to the Inner Planes, where they could continue their journeys of knowledge
unopposed.
In their arrogance, these fomorian nobles unknowingly escaped the dreadful fate of their kin, and they remain unchanged in their remote enclaves. Occasionally they return to the Material Plane
Adult Blue Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.
Thunderstorms rage around a legendary blue dragon’s lair
thunderstorms abate within 1d10;{"diceNotation":"1d10","rollType":"roll"} days. Any sinkholes remain where they are.Lightning
Ancient Blue Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.
Thunderstorms rage around a legendary blue dragon’s
thunderstorms abate within 1d10;{"diceNotation":"1d10","rollType":"roll"} days. Any sinkholes remain where they are.Lightning
Folk Hero
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
after I led a symbolic act of protest against it.
9
A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.
10
Recruited into a lord’s army, I rose to
home communities remain very important to them.
d8
Personality Trait
1
I judge people by their actions, not their words.
2
If someone is in trouble, I’m always ready to
Monsters
Van Richten’s Guide to Ravenloft
Fiendish Blessing. The AC of Isolde includes her Charisma bonus.
Innate Spellcasting. Isolde’s spellcasting ability is Charisma (spell save DC 14). Isolde can innately cast the following
become the masters of hers. To appease Zybilna, this arrangement would remain in place only until the two carnivals crossed paths again.
Zybilna was intrigued enough by the shadar-kai to let Isolde go
Monsters
Storm King's Thunder
North. The Lords’ Alliance represents one of the greatest threats to dragons in Faerûn, so Iymrith is keen to bring about its end.Blue dragons make their lairs in barren places, using
abate within 1d10;{"diceNotation":"1d10","rollType":"roll"} days. Any sinkholes remain where they are.Lightning
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water
Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total
62,000 XP (124,000 XP total) for defeating the dragon turtle after its Blessing of the Sea activates.
Legendary Resistance (3/Day). If the dragon turtle fails a saving throw, it can choose to succeed
Elf
Legacy
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Species
Basic Rules (2014)
more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or
might continue to use the child name. Each elf’s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists
Hobgoblin
Legacy
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Species
Volo's Guide to Monsters
but is nearly destroyed, the handful of members who remain are welcomed into another banner, taking their banner’s name and colors along with them, and assuming places of leadership in the group
pride. Such a feud can continue over generations in an ongoing cycle of retribution. Each legion has a list of grievances against any others it knows about, and any legions meeting for the first time view
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
for survival in the material world, but to keep Maglubiyet at bay in the conflict on the planes. Her children will remain in her care, and if need be she wouldn’t hesitate to take to the field
who study its ebb and flow to expect the stalemate to continue. A different view is put forth by the archmage Tzunk, who notes that Maglubiyet has never faced a foe as ferocious and protective as
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, the grass gives way to barren gray rock. Through the mist and fog, characters can see petrified stone giants along the canyon walls (see the “Deadstone Cleft: General Features” sidebar). They can
also see a giant bird’s nest atop a 60-foot-tall promontory (area 2) and three cave mouths, one on the west side of the river (leading to area 6) and two on the east side (leading to areas 3 and area 15A). Unless the characters take steps to remain hidden, they are spotted by the roc in area 2.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, the grass gives way to barren gray rock. Through the mist and fog, characters can see petrified stone giants along the canyon walls (see the “Deadstone Cleft: General Features” sidebar). They can
also see a giant bird’s nest atop a 60-foot-tall promontory (area 2) and three cave mouths, one on the west side of the river (leading to area 6) and two on the east side (leading to areas 3 and area 15A). Unless the characters take steps to remain hidden, they are spotted by the roc in area 2.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, the grass gives way to barren gray rock. Through the mist and fog, characters can see petrified stone giants along the canyon walls (see the “Deadstone Cleft: General Features” sidebar). They can
also see a giant bird’s nest atop a 60-foot-tall promontory (area 2) and three cave mouths, one on the west side of the river (leading to area 6) and two on the east side (leading to areas 3 and area 15A). Unless the characters take steps to remain hidden, they are spotted by the roc in area 2.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
druidic shrines. The Marches are the birthplace of the druidic tradition of the Gatekeepers. Long ago, this sect defeated the vile daelkyr; today, its last champions continue to protect Eberron from
aberrations and other extraplanar threats. Even in defeat, the daelkyr sowed seeds of madness in the Marches. Followers of the Cults of the Dragon Below remain scattered across the region. Some of these
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
druidic shrines. The Marches are the birthplace of the druidic tradition of the Gatekeepers. Long ago, this sect defeated the vile daelkyr; today, its last champions continue to protect Eberron from
aberrations and other extraplanar threats. Even in defeat, the daelkyr sowed seeds of madness in the Marches. Followers of the Cults of the Dragon Below remain scattered across the region. Some of these
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
druidic shrines. The Marches are the birthplace of the druidic tradition of the Gatekeepers. Long ago, this sect defeated the vile daelkyr; today, its last champions continue to protect Eberron from
aberrations and other extraplanar threats. Even in defeat, the daelkyr sowed seeds of madness in the Marches. Followers of the Cults of the Dragon Below remain scattered across the region. Some of these
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
campaign, the characters might stand alongside other defenders of a polis against attacking monsters and receive Heliod’s blessing at a crucial moment to turn the tide of battle. Hailed as heroes by
the polis, they continue to enjoy Heliod’s favor as they vanquish one threat after another. Losing their patron’s favor is the greatest danger to champions of Heliod. If the god views them as
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
campaign, the characters might stand alongside other defenders of a polis against attacking monsters and receive Heliod’s blessing at a crucial moment to turn the tide of battle. Hailed as heroes by
the polis, they continue to enjoy Heliod’s favor as they vanquish one threat after another. Losing their patron’s favor is the greatest danger to champions of Heliod. If the god views them as
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
campaign, the characters might stand alongside other defenders of a polis against attacking monsters and receive Heliod’s blessing at a crucial moment to turn the tide of battle. Hailed as heroes by
the polis, they continue to enjoy Heliod’s favor as they vanquish one threat after another. Losing their patron’s favor is the greatest danger to champions of Heliod. If the god views them as
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
clan lords continue this practice. Overall, Darguun is a nation that is still finding its identity—a kingdom that seeks to be more than a seized territory. The goblins carry the legacy of a mighty
empire and stand in the shadow of the nations around them. Haruuc wants to draw out the best in his people, to harness their strengths and achieve their potential. The rest of Khorvaire waits to see if the Ghaal’dar have the will to remain a nation, and if Darguun can survive when Haruuc passes away.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
clan lords continue this practice. Overall, Darguun is a nation that is still finding its identity—a kingdom that seeks to be more than a seized territory. The goblins carry the legacy of a mighty
empire and stand in the shadow of the nations around them. Haruuc wants to draw out the best in his people, to harness their strengths and achieve their potential. The rest of Khorvaire waits to see if the Ghaal’dar have the will to remain a nation, and if Darguun can survive when Haruuc passes away.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
clan lords continue this practice. Overall, Darguun is a nation that is still finding its identity—a kingdom that seeks to be more than a seized territory. The goblins carry the legacy of a mighty
empire and stand in the shadow of the nations around them. Haruuc wants to draw out the best in his people, to harness their strengths and achieve their potential. The rest of Khorvaire waits to see if the Ghaal’dar have the will to remain a nation, and if Darguun can survive when Haruuc passes away.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
climbing up a shaft that leads from the forge level to the fortress’s summit. The doors at the top of the shaft remain open until the dragon returns or until someone closes them by using the levers in
to Ten-Towns? If they continue their climb to the fortress, continue with the next section; if they pursue the dragon, move on to chapter 4.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
other races, he swore the orcs would avenge themselves by taking what they wanted by force. The great orc hordes continue to do just that today, appearing periodically from out of the wilderness to
pure orc blood. And they aren’t accepted into other societies because of their orc heritage. Half-orcs are seen as off-putting and intimidating by other people, which is both a blessing and a curse
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
climbing up a shaft that leads from the forge level to the fortress’s summit. The doors at the top of the shaft remain open until the dragon returns or until someone closes them by using the levers in
to Ten-Towns? If they continue their climb to the fortress, continue with the next section; if they pursue the dragon, move on to chapter 4.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
other races, he swore the orcs would avenge themselves by taking what they wanted by force. The great orc hordes continue to do just that today, appearing periodically from out of the wilderness to
pure orc blood. And they aren’t accepted into other societies because of their orc heritage. Half-orcs are seen as off-putting and intimidating by other people, which is both a blessing and a curse
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
climbing up a shaft that leads from the forge level to the fortress’s summit. The doors at the top of the shaft remain open until the dragon returns or until someone closes them by using the levers in
to Ten-Towns? If they continue their climb to the fortress, continue with the next section; if they pursue the dragon, move on to chapter 4.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spells
1st charm person, disguise self 3rd mirror image, pass without trace 5th blink, dispel magic 7th dimension door, polymorph 9th dominate person, modify memory Blessing of the Trickster
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
other races, he swore the orcs would avenge themselves by taking what they wanted by force. The great orc hordes continue to do just that today, appearing periodically from out of the wilderness to
pure orc blood. And they aren’t accepted into other societies because of their orc heritage. Half-orcs are seen as off-putting and intimidating by other people, which is both a blessing and a curse
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spells
1st charm person, disguise self 3rd mirror image, pass without trace 5th blink, dispel magic 7th dimension door, polymorph 9th dominate person, modify memory Blessing of the Trickster
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spells
1st charm person, disguise self 3rd mirror image, pass without trace 5th blink, dispel magic 7th dimension door, polymorph 9th dominate person, modify memory Blessing of the Trickster
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
that remain are unlikely to support a human’s weight. The beams are still strong, but they are slick with fungus and mold. A successful DC 10 Dexterity (Acrobatics) check is needed to cross the level on
a beam without slipping and falling into the awfulness of area 1E. The stone steps that wind around the outer wall come to a small (approximately 3 feet by 3 feet) stone landing, then continue upward
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
that remain are unlikely to support a human’s weight. The beams are still strong, but they are slick with fungus and mold. A successful DC 10 Dexterity (Acrobatics) check is needed to cross the level on
a beam without slipping and falling into the awfulness of area 1E. The stone steps that wind around the outer wall come to a small (approximately 3 feet by 3 feet) stone landing, then continue upward
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
that remain are unlikely to support a human’s weight. The beams are still strong, but they are slick with fungus and mold. A successful DC 10 Dexterity (Acrobatics) check is needed to cross the level on
a beam without slipping and falling into the awfulness of area 1E. The stone steps that wind around the outer wall come to a small (approximately 3 feet by 3 feet) stone landing, then continue upward
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
that remain are unlikely to support a human’s weight. The beams are still strong, but they are slick with fungus and mold. A successful DC 10 Dexterity (Acrobatics) check is needed to cross the level on
a beam without slipping and falling into the awfulness of area 1E. The stone steps that wind around the outer wall come to a small (approximately 3 feet by 3 feet) stone landing, then continue upward






