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Returning 35 results for 'borders blazing defusing construct realms'.
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Classes
Forgotten Realms: Heroes of Faerûn
knights serving in Cormyr, the Silver Marches, Damara, Chessenta, or other lands across Faerûn. They wander the realms as knights errant, taking the fight against evil beyond their kingdom’s
borders.
A Banneret relies on judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers. A lone Banneret is a skilled warrior, but when leading a band of allies one of these warriors can transform even a poorly equipped militia into a ferocious war band.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
celestial realms to watch over the boundary of the wilds and protect those who dare to cross it.
Sometimes knights of the realm get the idea that they can expand the borders of their land and keep the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
carries is invisible with it.Xarrorn are specialists who construct weapons using a mixture of alchemy and psionics.
Duergar
Duergar are dwarves of the deep reaches of the Underdark and other sunless
realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as
.
EXCELLENT AMBASSADORS
Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves.
Short and Stout
Bold
. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove
Species
Mordenkainen Presents: Monsters of the Multiverse
creates a mystical bond between the giver and the receiver of a gift.
On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms, vast
in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but
Species
Mordenkainen Presents: Monsters of the Multiverse
Centaurs gallop throughout the multiverse and trace their origins to many different realms. The centaurs presented here hail from the Feywild and mystically resonate with the natural world. From the
.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Star Spawn The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a
moment’s contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
secrets to achieve goals known only to her. While this might lead to plots involving all manner of amoral science, the doctor’s work includes the following routine abominable operations. Construct
Creation. Dr. Mordenheim can create any Construct or corporeal Undead by working in her laboratory for a number of uninterrupted days equal to the creature’s challenge rating. At the end of the final day
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Star Spawn The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a
moment’s contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
secrets to achieve goals known only to her. While this might lead to plots involving all manner of amoral science, the doctor’s work includes the following routine abominable operations. Construct
Creation. Dr. Mordenheim can create any Construct or corporeal Undead by working in her laboratory for a number of uninterrupted days equal to the creature’s challenge rating. At the end of the final day
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
secrets to achieve goals known only to her. While this might lead to plots involving all manner of amoral science, the doctor’s work includes the following routine abominable operations. Construct
Creation. Dr. Mordenheim can create any Construct or corporeal Undead by working in her laboratory for a number of uninterrupted days equal to the creature’s challenge rating. At the end of the final day
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Star Spawn The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a
moment’s contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Independent Realms Interspersed among the fortresses of the dwarves and the settlements protected by the Lord’s Alliance are significant sites that have no collective character, except that they
of the wilder lands within and just outside their borders, and survive only through constant vigilance and the steady recruitment of new defenders. A great variety of independent nations and notable
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Independent Realms Interspersed among the fortresses of the dwarves and the settlements protected by the Lord’s Alliance are significant sites that have no collective character, except that they
of the wilder lands within and just outside their borders, and survive only through constant vigilance and the steady recruitment of new defenders. A great variety of independent nations and notable
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Independent Realms Interspersed among the fortresses of the dwarves and the settlements protected by the Lord’s Alliance are significant sites that have no collective character, except that they
of the wilder lands within and just outside their borders, and survive only through constant vigilance and the steady recruitment of new defenders. A great variety of independent nations and notable
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
A Domain Divided The poster map of Prismeer shows the Feywild domain divided into four sections: the splinter-realms of Hither, Thither, and Yon, and the Palace of Heart’s Desire. These fragments are
appearing to be miles away. The outer borders of Prismeer are blocked by similar walls of mist through which no creature can pass without Zybilna’s consent (which she can’t give while frozen in time). Even
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
A Domain Divided The poster map of Prismeer shows the Feywild domain divided into four sections: the splinter-realms of Hither, Thither, and Yon, and the Palace of Heart’s Desire. These fragments are
appearing to be miles away. The outer borders of Prismeer are blocked by similar walls of mist through which no creature can pass without Zybilna’s consent (which she can’t give while frozen in time). Even
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
A Domain Divided The poster map of Prismeer shows the Feywild domain divided into four sections: the splinter-realms of Hither, Thither, and Yon, and the Palace of Heart’s Desire. These fragments are
appearing to be miles away. The outer borders of Prismeer are blocked by similar walls of mist through which no creature can pass without Zybilna’s consent (which she can’t give while frozen in time). Even
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Mountains becoming the Starpeaks. Forgotten Realms. The Tegefed Mountains could be in the eastern half of the Small Teeth mountain range, located in the region of Amn. Greyhawk. You could place the Tegefed
Mountains near the Crystalmist Mountains, where the Kingdom of Keoland borders the Yeomanry.
About the Original
Produced by the UK branch of TSR in 1984, When a Star Falls was written by
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Mountains becoming the Starpeaks. Forgotten Realms. The Tegefed Mountains could be in the eastern half of the Small Teeth mountain range, located in the region of Amn. Greyhawk. You could place the Tegefed
Mountains near the Crystalmist Mountains, where the Kingdom of Keoland borders the Yeomanry.
About the Original
Produced by the UK branch of TSR in 1984, When a Star Falls was written by
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Mountains becoming the Starpeaks. Forgotten Realms. The Tegefed Mountains could be in the eastern half of the Small Teeth mountain range, located in the region of Amn. Greyhawk. You could place the Tegefed
Mountains near the Crystalmist Mountains, where the Kingdom of Keoland borders the Yeomanry.
About the Original
Produced by the UK branch of TSR in 1984, When a Star Falls was written by
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
: one nation, united in a common cause.
Now I look at the map and I don’t recognize my world. Galifar has been shattered. The Five Nations are irreparably severed. There are so many new realms
, Morgrave Historian
Xen’drik is a land of ruins and mysteries. The dragons of Argonnessen have no love for lesser creatures. The psychic tyrants of Sarlona maintain strict control over their borders and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
: one nation, united in a common cause.
Now I look at the map and I don’t recognize my world. Galifar has been shattered. The Five Nations are irreparably severed. There are so many new realms
, Morgrave Historian
Xen’drik is a land of ruins and mysteries. The dragons of Argonnessen have no love for lesser creatures. The psychic tyrants of Sarlona maintain strict control over their borders and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
: one nation, united in a common cause.
Now I look at the map and I don’t recognize my world. Galifar has been shattered. The Five Nations are irreparably severed. There are so many new realms
, Morgrave Historian
Xen’drik is a land of ruins and mysteries. The dragons of Argonnessen have no love for lesser creatures. The psychic tyrants of Sarlona maintain strict control over their borders and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
for them in most worlds. I’ve walked many realms, and nary a one has even a hint of a gnome nation.
Hidden but Homey Deep gnomes protect their enclaves with labyrinthine tunnels, traps, and armed
guards, all designed to make the entrance to a settlement uninviting. But inside its borders, a deep gnome settlement is a warren shaped and decorated by the svirfneblin to make the place welcoming and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
for them in most worlds. I’ve walked many realms, and nary a one has even a hint of a gnome nation.
Hidden but Homey Deep gnomes protect their enclaves with labyrinthine tunnels, traps, and armed
guards, all designed to make the entrance to a settlement uninviting. But inside its borders, a deep gnome settlement is a warren shaped and decorated by the svirfneblin to make the place welcoming and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
for them in most worlds. I’ve walked many realms, and nary a one has even a hint of a gnome nation.
Hidden but Homey Deep gnomes protect their enclaves with labyrinthine tunnels, traps, and armed
guards, all designed to make the entrance to a settlement uninviting. But inside its borders, a deep gnome settlement is a warren shaped and decorated by the svirfneblin to make the place welcoming and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Blazing Movement. The salamander moves up to its Speed without provoking Opportunity Attacks. During this movement, fire fills a 5-foot Emanation originating from the salamander. When the Emanation
from other realms. For them, every stranger is a potential addition to their fiery artistry. Don’t fall for their flattery, no matter how beautifully they say you’ll burn.
—Filiag Highthumbs,
Planes and Travel
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
—form a ring around the Material Plane. The border regions between these planes are sometimes described as distinct planes in their own right: the Para-elemental Planes. These realms exemplify the
: great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. Any foreign substance is extremely rare; little air can be found in the outer reaches of the Plane of Earth, and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Blazing Movement. The salamander moves up to its Speed without provoking Opportunity Attacks. During this movement, fire fills a 5-foot Emanation originating from the salamander. When the Emanation
from other realms. For them, every stranger is a potential addition to their fiery artistry. Don’t fall for their flattery, no matter how beautifully they say you’ll burn.
—Filiag Highthumbs,
Planes and Travel
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Blazing Movement. The salamander moves up to its Speed without provoking Opportunity Attacks. During this movement, fire fills a 5-foot Emanation originating from the salamander. When the Emanation
from other realms. For them, every stranger is a potential addition to their fiery artistry. Don’t fall for their flattery, no matter how beautifully they say you’ll burn.
—Filiag Highthumbs,
Planes and Travel
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
—form a ring around the Material Plane. The border regions between these planes are sometimes described as distinct planes in their own right: the Para-elemental Planes. These realms exemplify the
: great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. Any foreign substance is extremely rare; little air can be found in the outer reaches of the Plane of Earth, and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
ready to travel at a moment’s notice, with franchisees always rushing headlong into the next amazing opportunity. As a Horizon Walker, you’re a master of travel, blazing trails into unknown realms by
passing through the even-more-unknown realms of the planes. Whatever path your franchise walks, your combat and magical skill helps ensure a safe journey for you and your companions. Moreover, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
—form a ring around the Material Plane. The border regions between these planes are sometimes described as distinct planes in their own right: the Para-elemental Planes. These realms exemplify the
: great expanses of solid earth, blazing fire, crystal-clear water, and unsullied air. Any foreign substance is extremely rare; little air can be found in the outer reaches of the Plane of Earth, and






