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Returning 35 results for 'both beyond deneith cure relatively'.
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both beyond deneith core relatively
Species
Eberron: Rising from the Last War
forces, House Deneith brokers the services of a wide range of soldiers, including Valenar war bands and the goblins of Droaam. Beyond the battlefield, the Defender’s Guild provides exceptional
Protection is my purpose. I defend the innocent from those who would do them harm. For my siblings, this is a job; for me, it’s a calling.
—Harric d’Deneith, Sentinel Marshal
Halfling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife
colors.
Halfling practicality extends beyond their clothing. They’re concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their
Species
Eberron: Rising from the Last War
thought to House Ghallanda; when compared to the soldiers of House Deneith and the factories of House Cannith, an alliance of innkeepers seems harmless and inconsequential. But Ghallanda’s strength
beyond providing creature comforts to travelers. Every one of the house’s enclaves—which are more numerous than those of any other dragonmarked house—is a sanctuary beyond the legal
Fighter
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery
combatants on battlefields and in dungeons alike.
Trained for Danger
Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Sentinel are among its most elite forces, House Deneith brokers the services of a wide range of soldiers, including Valenar warbands and the goblins of Droaam. Beyond the battlefield, the Defender’s
House Deneith House Deneith was born in Karrnath, and war flows in its veins. For centuries, the Blademarks Guild of House Deneith has governed the mercenary trade. While warriors with the Mark of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
war bands and the goblins of Droaam. Beyond the battlefield, the Defender’s Guild provides exceptional bodyguards for those who can afford their services. House Deneith is also renowned for its
House Deneith Leader: Breven d’Deneith Headquarters: Sentinel Tower (Karrlakton, Karrnath) House Deneith was born in Karrnath, and war flows in its veins. For centuries, the Blademarks Guild of
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves
traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future
Species
Mordenkainen Presents: Monsters of the Multiverse
Underdark and beyond.
Like other dwarves, duergar typically have a life span of 350 years.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a
, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span
Magic Items
Tasha’s Cauldron of Everything
of its charges to cast one of the following spells (save DC 18) from it: aura of life (2 charges), aura of purity (2 charges), banishment (1 charge), beacon of hope (1 charge), mass cure wounds (3
sought revelations beyond the multiverse long ago. The Crook dissolves if immersed in the god’s tear for a year and a day. If washed in the tear daily for 30 days, the Crook loses its Failing Matrix property.
Monsters
Fizban's Treasury of Dragons
hoard contains that conflict’s most significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor
top of the map) provides the main access to the lair by way of two sections of relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
troupe, to a dragonmarked warlord of House Deneith who has decided to establish their own fiefdom. Examples of NPCs from dragonmarked houses appear in the Dragonmarked NPCs table. Dragonmarked NPCs
the Bitter Blade in House Deneith squeezes tribute from local towns in exchange for “protection.” 3 An heir of House Ghallanda poisons members of other dragonmarked houses who stay in non-Ghallanda
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Wisdom as the spellcasting ability (spell save DC 17):
At will: light, major image (6th-level version), thaumaturgy
3/day each: cure wounds, dispel magic, lesser restoration, sending
1/day each
violet eyes. In a breeze or when aloft, the creature’s scales and hair appear to blaze with a holy, golden fire.
Beyond their coloration, ki-rins vary in appearance based on the deity each one
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Cobblehook Cove Jared Blando Map: Cobblehook Cove View Player Version The Cobblehook Corsairs’ hideout is relatively easy to access, and Mayor Gale can give the characters directions. The cove is
six miles away, and a well-known trail along the coastal bluffs beyond Respite leads to the pirate caves. Before the characters go to the cove, allow them to purchase any nonmagical supplies they want.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
someone to cast a relatively common spell of 1st or 2nd level, such as cure wounds or identify, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material
Species
Spelljammer: Adventures in Space
blossom into hard feelings, loud arguments, and head-butting contests, but they rarely escalate beyond that.
Creating Your Character
When you create your D&D character, you decide whether your
rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
someone to cast a relatively common spell of 1st or 2nd level, such as cure wounds or identify, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span
, but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present — making them well suited to the adventuring life — but
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Many campaigns begin with a published adventure and then develop organically as the characters explore beyond the scope of the adventure. If you’re creating your own adventure for the start of your
campaign, refer to the advice in chapter 4. Keep the first adventure relatively short and simple, allowing plenty of time for the characters to get to know each other as the players roleplay. What’s
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span
, but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present — making them well suited to the adventuring life — but
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
licensed by its Hosteler’s Guild. Most people give little thought to House Ghallanda; when compared to the soldiers of House Deneith and the factories of House Cannith, an alliance of innkeepers
extends beyond providing creature comforts to travelers. Every one of the house’s enclaves—which are more numerous than those of any other dragonmarked house—is a sanctuary beyond the legal reach of any
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
poses a threat that spreads beyond their jurisdiction. Sentinel Marshals. The Sentinel Marshals are a multinational force administered by House Deneith and authorized to enforce the law across
Other Inquisitive Agencies Beyond the Finders’ Guild, the following inquisitive organizations solve mysteries across Khorvaire: King’s Citadel. Part spy, part inquisitive, and part soldier, the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. Half Plate. Half plate consists of shaped metal plates that
cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Spellcasters Beyond 9th Level Level Hit Points New Features
10th 49 (11d8) Empowered Spells. Choose one school of magic. Whenever the spellcaster casts a spell of that school by expending
(healer) or shocking grasp (mage). The caster also gains one 5th‐level spell slot and learns one new 5th‐level spell: mass cure wounds (healer) or hold monster (mage).
11th 54 (12d8) Spellcasting
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Small and Practical The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively
among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors. Halfling practicality extends beyond their clothing. They’re concerned with
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Arriving at the Grove While many passages lead to Neverlight Grove, most are little more than narrow fissures riven by trickles of water. Only one natural tunnel is fit for relatively easy travel by
cavern beyond the ravine, a glimpse of a majestic mushroom tower can be seen, although the poor light and a rising mist makes it impossible to discern its details. Drow Pursuit in Neverlight Grove
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
planes of existence. It encompasses every world where Dungeon Masters run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, who has confessed.
Allies. While the Finders’ Guild’s greatest strength is its internal connections, it lacks many strong allies beyond House Tharashk’s holdings. That said, the following groups
assassins. House Deneith. For centuries, House Deneith cornered the market on mercenary forces in Khorvaire. It was an unpleasant surprise for them when House Tharashk entered the mercenary market in the
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
largest village is Caer Flur, a relatively young settlement that’s home to five hundred residents. Elves are most of the population, alongside a small number of kithkin. Structures are interspersed
“Dawnglove Grove” later in this chapter), from which a cure for most ailments can be made. They hire the adventurers to protect the flowers as they are moved to a safer location. Eluvian. The adventurers seek
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Chapter 4: Beyond the Crystal Cave Jessica Fong Caerwyn and Porphura, two powerful spellcasters in love,
relax in the fairytale garden they created together The city of Sybar on the small island
garden. So does the Fountain All Heal, a miraculous fountain whose waters cure most ailments but also enchant those who drink from it, lulling imbibers into a comfort that makes them never want to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the family at the expense of the other two 2 Deneith Act as bodyguards for a prominent or wealthy person Serve as mercenaries in a lingering border conflict Enforce the law across national borders as
military unit on a dangerous mission Seek out the source of a mysterious new illness Find a cure for an exotic curse afflicting a wealthy patient 5 Kundarak Safeguard something valuable until it is locked in
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
relatively little fear, but beyond its well-lit streets and tightly watched gates, the other districts become much more dangerous after dark.
the wider world beyond. Baldurians, particularly if they do not wish to reveal a crew or family affiliation to a potentially hostile audience, often describe themselves by the nearest gate to their
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
relatively little fear, but beyond its well-lit streets and tightly watched gates, the other districts become much more dangerous after dark.
the wider world beyond. Baldurians, particularly if they do not wish to reveal a crew or family affiliation to a potentially hostile audience, often describe themselves by the nearest gate to their
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Darklake District The Darklake District gives an illusion of openness. The streets are relatively wide to allow for merchant carts and wagons to pass, and the buildings aren’t as crowded around
heat slams against you as an acrid smog rises to choke the air out of your lungs. The Darklake spreads out beyond a jumble of buildings and streets, reflecting the lights of countless fires burning
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
sense of mystery. Chapter 3 starts with a missing-persons investigation, for example, and the “Cure of the Fire Witch,” “Dark Dealings in Yartar,” and “Halls of the Hunting Axe” side treks all involve
communities (the Eberron map is huge, so you should have plenty of room). Have the NPCs know less about goings-on beyond their backyards, and consider giving the players a more limited map of the area with






