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Returning 35 results for 'book blazing diffusing call reflections'.
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Species
Lorwyn: First Light
that self-realization is the most important thing an individual can do with their life. Flamekin call this lifelong pursuit the Path of Flame.
Flamekin dwell in either Lorwyn or Shadowmoor. Physically
they still have fiery abilities, these Cinders are visually distinct from other flamekin. While some eventually regain their blazing flames, others turn into rimekin.
Classes
Tasha’s Cauldron of Everything
Magic of the book—that’s what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It’s rare
spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!
Classes
Tasha’s Cauldron of Everything
Magic of the book—that’s what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It’s rare
spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!
Monsters
Mordenkainen Presents: Monsters of the Multiverse
following of cultists. Those who worship at his altar call him the King of Hell, and the most deluded believe that he is the lord of all devils. In arcane circles, certain writings, such as the dreaded Book
. His critics call him naive, though never to his face. His primary interest has always been leading soldiers in battle, so he finds it frustrating to have his ambitions of ascending to a higher rank
Monsters
Mordenkainen Presents: Monsters of the Multiverse
recounted in dockside taverns tell of people lost to the sea—but not merely drowned and gone. Some unfortunates taken by the ocean live on as sea spawn, haunting the waves like tortured reflections
turtle;dragon turtles (morkoths appear in this book; the others appear in the Monster Manual)—all of these and more can mark mortals as their own and claim them as minions. Unlucky folk might
Acolyte
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
, from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call
.
Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of
Monsters
Icewind Dale: Rime of the Frostmaiden
the Knights of the Black Sword, if she needs to call on their talents.
Familiar. Avarice’s familiar throughout the adventure is a squawking raven named Skelm. It uses the raven stat block in
. The book contains the spells Avarice has prepared plus the following additional spells: burning hands, cone of cold, find familiar, ice storm, lightning bolt, rope trick, thunderwave, tongues, wall of fire, and wall of force.Cold, Fire
Backgrounds
Baldur’s Gate: Descent into Avernus
the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure
to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp
FEATURE: SHELTER OF THE FAITHFUL
As
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
deck was no longer an artifact and no longer sentient. This was the latest version of the deck in D&D—until now. The Book of Many Things explores and expands the deck. It isn’t intelligent, but the
original deck created by Istus for Asteria and Euryale is so powerful that it has countless lesser reflections throughout the multiverse, including versions with more, fewer, or different cards. The
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
deck was no longer an artifact and no longer sentient. This was the latest version of the deck in D&D—until now. The Book of Many Things explores and expands the deck. It isn’t intelligent, but the
original deck created by Istus for Asteria and Euryale is so powerful that it has countless lesser reflections throughout the multiverse, including versions with more, fewer, or different cards. The
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
deck was no longer an artifact and no longer sentient. This was the latest version of the deck in D&D—until now. The Book of Many Things explores and expands the deck. It isn’t intelligent, but the
original deck created by Istus for Asteria and Euryale is so powerful that it has countless lesser reflections throughout the multiverse, including versions with more, fewer, or different cards. The
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K37. Study A blazing hearth fire fills this room with rolling waves of red and amber light. The walls are lined with ancient books and tomes, their leather covers well oiled and preserved through
its stand next to the blazing fireplace is polished. Large, overstuffed divans and couches are arranged about the room. Two chairs of burgundy-colored wood with padded leather seats and back cushions
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K37. Study A blazing hearth fire fills this room with rolling waves of red and amber light. The walls are lined with ancient books and tomes, their leather covers well oiled and preserved through
its stand next to the blazing fireplace is polished. Large, overstuffed divans and couches are arranged about the room. Two chairs of burgundy-colored wood with padded leather seats and back cushions
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K37. Study A blazing hearth fire fills this room with rolling waves of red and amber light. The walls are lined with ancient books and tomes, their leather covers well oiled and preserved through
its stand next to the blazing fireplace is polished. Large, overstuffed divans and couches are arranged about the room. Two chairs of burgundy-colored wood with padded leather seats and back cushions
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Valor’s Call The noble adventuring party known as Valor’s Call was founded by Strongheart, a resolute human Paladin committed to destroying evil wherever it rears its head. Strongheart alone
determines who can become a member of this prestigious group, and he is always looking for courageous heroes willing to devote themselves to a good cause. Only good-aligned characters can join Valor’s Call
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Valor’s Call The noble adventuring party known as Valor’s Call was founded by Strongheart, a resolute human Paladin committed to destroying evil wherever it rears its head. Strongheart alone
determines who can become a member of this prestigious group, and he is always looking for courageous heroes willing to devote themselves to a good cause. Only good-aligned characters can join Valor’s Call
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
that self-realization is the most important thing an individual can do with their life. Flamekin call this lifelong pursuit the Path of Flame.
Flamekin dwell in either Lorwyn or Shadowmoor
Cinders are visually distinct from other flamekin. While some eventually regain their blazing flames, others turn into rimekin, explained later in this chapter.
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
that self-realization is the most important thing an individual can do with their life. Flamekin call this lifelong pursuit the Path of Flame.
Flamekin dwell in either Lorwyn or Shadowmoor
Cinders are visually distinct from other flamekin. While some eventually regain their blazing flames, others turn into rimekin, explained later in this chapter.
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
that self-realization is the most important thing an individual can do with their life. Flamekin call this lifelong pursuit the Path of Flame.
Flamekin dwell in either Lorwyn or Shadowmoor
Cinders are visually distinct from other flamekin. While some eventually regain their blazing flames, others turn into rimekin, explained later in this chapter.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Valor’s Call The noble adventuring party known as Valor’s Call was founded by Strongheart, a resolute human Paladin committed to destroying evil wherever it rears its head. Strongheart alone
determines who can become a member of this prestigious group, and he is always looking for courageous heroes willing to devote themselves to a good cause. Only good-aligned characters can join Valor’s Call
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Study [Action] When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Study [Action] When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Using This Book Most of the Astral Adventurer’s Guide is designed to be shared with players. Think of this book’s chapters as a primer for creating characters and running adventures in the uncharted
the Rock of Bral, a city built on an asteroid, which you can use as a port of call or a campaign hub. You can situate it anywhere in Wildspace or the Astral Sea.
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Study [Action] When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Study [Action] When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Study [Action] When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Using This Book Most of the Astral Adventurer’s Guide is designed to be shared with players. Think of this book’s chapters as a primer for creating characters and running adventures in the uncharted
the Rock of Bral, a city built on an asteroid, which you can use as a port of call or a campaign hub. You can situate it anywhere in Wildspace or the Astral Sea.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Study [Action] When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Study [Action] When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Using This Book Most of the Astral Adventurer’s Guide is designed to be shared with players. Think of this book’s chapters as a primer for creating characters and running adventures in the uncharted
the Rock of Bral, a city built on an asteroid, which you can use as a port of call or a campaign hub. You can situate it anywhere in Wildspace or the Astral Sea.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Study [Action] When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Study [Action] When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information
Magic Items
The Book of Many Things
02
Balance*
03
Beast
04
Book
05
Bridge
06
Campfire
07
Cavern
08
Celestial
09
Comet*
10
Construct
11
Corpse
12
Crossroads
13
the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed.
Book. You gain the ability to speak, read, and write 1d6 + 2
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Blazing hearth Smoldering Corpse Bar Elemental Plane of Fire Brass brazier, burning coal 78–80 Crumbling well The Ditch Elemental Plane of Water Pearl, pure water 81–90 Mausoleum entrance Mortuary
Shadowfell Grave dirt, mourner’s veil 91–94 Yew wardrobe Parted Veil Feywild Book of limericks, toadstool 95–98 Human-shaped hole Gastrognome Far Realm Alien fossil, bezoar 99–00 Inn room door Ubiquitous
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Blazing hearth Smoldering Corpse Bar Elemental Plane of Fire Brass brazier, burning coal 78–80 Crumbling well The Ditch Elemental Plane of Water Pearl, pure water 81–90 Mausoleum entrance Mortuary
Shadowfell Grave dirt, mourner’s veil 91–94 Yew wardrobe Parted Veil Feywild Book of limericks, toadstool 95–98 Human-shaped hole Gastrognome Far Realm Alien fossil, bezoar 99–00 Inn room door Ubiquitous






