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Monsters
Van Richten’s Guide to Ravenloft
and just as readily appear as people, animals, or other creatures—the more unassuming, the better. Should it reveal its true form, an emissary appears as a roughly bipedal mass of agitated organs
distant, greater manifestations of themselves. Employing their malleable forms, emissaries work to undermine perceptions of order, trust, and reality on global scales, readying worlds for sanity
races
Eberron: Forge of the Artificer
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face may reveal an aspect of
might change clothes. However, many changelings develop identities with more depth, crafting a persona complete with history and beliefs to go with each shape. A changeling adventurer might have
Monsters
Van Richten’s Guide to Ravenloft
ominous astrological events, these ravenous invaders make worlds ready for unimaginable masters or distant, greater manifestations of themselves. Employing their malleable forms, emissaries work to
lost all hope, do emissaries reveal their actual, impossible forms.
Forms of the Emissary
Star spawn emissaries can assume two forms: a Lesser Star Spawn Emissary;lesser form suited to infiltration and
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.
Celestial Champions
between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward
Elf
Legacy
This doesn't reflect the latest rules and lore.
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races
Basic Rules (2014)
have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating
magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is
Changeling
Legacy
This doesn't reflect the latest rules and lore.
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races
Mordenkainen Presents: Monsters of the Multiverse
other changelings, a new face may reveal an aspect of their soul.
The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in
changelings develop identities that have more depth, crafting whole personas complete with histories and beliefs. A changeling adventurer might have personas for many situations, including negotiation
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
stored here. A secret door in the east wall can be pulled open to reveal the back of the pipe organ in area K10. Characters can’t pass through the secret door while the organ is blocking it, and the organ can’t be moved from this side.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
stored here. A secret door in the east wall can be pulled open to reveal the back of the pipe organ in area K10. Characters can’t pass through the secret door while the organ is blocking it, and the organ can’t be moved from this side.
Backgrounds
Guildmasters’ Guide to Ravnica
construction and architecture — primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders.
You have a
solutions. (Chaotic)
3
Discovery. Every experiment has the potential to reveal more secrets of the multiverse. (Any)
4
Science. A rigorous application of logical principles and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
stored here. A secret door in the east wall can be pulled open to reveal the back of the pipe organ in area K10. Characters can’t pass through the secret door while the organ is blocking it, and the organ can’t be moved from this side.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Distant Music This 30-foot-wide hallway has a 45-foot-high arched ceiling carved with spiders and webs. Band music can be heard coming from a large chamber to the west (see area 25). The east end
of the hall has collapsed, and a secret door in the north wall pushes open to reveal a hallway that leads to areas 21 and 18b.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Distant Music This 30-foot-wide hallway has a 45-foot-high arched ceiling carved with spiders and webs. Band music can be heard coming from a large chamber to the west (see area 25). The east end
of the hall has collapsed, and a secret door in the north wall pushes open to reveal a hallway that leads to areas 21 and 18b.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Distant Music This 30-foot-wide hallway has a 45-foot-high arched ceiling carved with spiders and webs. Band music can be heard coming from a large chamber to the west (see area 25). The east end
of the hall has collapsed, and a secret door in the north wall pushes open to reveal a hallway that leads to areas 21 and 18b.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Customizing the Puzzle Consider creating your own map and series of directions to customize this puzzle. By crafting directions that suit locations in your campaign’s’ setting, you can create a
puzzle that’s integrated into your adventure’s plot, using a map the characters might already possess. Your version of the puzzle can add as many digits and directions as you see fit, or it might reveal
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Customizing the Puzzle Consider creating your own map and series of directions to customize this puzzle. By crafting directions that suit locations in your campaign’s’ setting, you can create a
puzzle that’s integrated into your adventure’s plot, using a map the characters might already possess. Your version of the puzzle can add as many digits and directions as you see fit, or it might reveal
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Customizing the Puzzle Consider creating your own map and series of directions to customize this puzzle. By crafting directions that suit locations in your campaign’s’ setting, you can create a
puzzle that’s integrated into your adventure’s plot, using a map the characters might already possess. Your version of the puzzle can add as many digits and directions as you see fit, or it might reveal
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Anyone who is crafting something might say a prayer to Gond to guide the work, but folk know that Gond smiles most brightly upon new inventions that others find useful. Priests of Gond wander the
large, linked metal medallions and enormous sun hats. A traveling priest of Gond offers services to distant villages as a tinker, a carpenter, and a civil engineer rolled into one, ready to help build
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. What Vi Aroon Knows Renown Gossip 0 Vi shares that he and Kasem had a fight earlier but doesn’t reveal why. 1 Vi explains he is getting married and moving to a distant land where his betrothed lives
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. What Vi Aroon Knows Renown Gossip 0 Vi shares that he and Kasem had a fight earlier but doesn’t reveal why. 1 Vi explains he is getting married and moving to a distant land where his betrothed lives
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. What Vi Aroon Knows Renown Gossip 0 Vi shares that he and Kasem had a fight earlier but doesn’t reveal why. 1 Vi explains he is getting married and moving to a distant land where his betrothed lives
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Anyone who is crafting something might say a prayer to Gond to guide the work, but folk know that Gond smiles most brightly upon new inventions that others find useful. Priests of Gond wander the
large, linked metal medallions and enormous sun hats. A traveling priest of Gond offers services to distant villages as a tinker, a carpenter, and a civil engineer rolled into one, ready to help build
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
following sections are written for you, the DM, to consider and incorporate into your adventures as you see fit. If you wish to reveal the core mysteries of Ravenloft to your players and explore the Land
in Ravenloft, elements the following chapters explore as tools for crafting horror adventures. For details on specific Domains of Dread and interactions between these realms, see chapter 3.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Anyone who is crafting something might say a prayer to Gond to guide the work, but folk know that Gond smiles most brightly upon new inventions that others find useful. Priests of Gond wander the
large, linked metal medallions and enormous sun hats. A traveling priest of Gond offers services to distant villages as a tinker, a carpenter, and a civil engineer rolled into one, ready to help build
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
following sections are written for you, the DM, to consider and incorporate into your adventures as you see fit. If you wish to reveal the core mysteries of Ravenloft to your players and explore the Land
in Ravenloft, elements the following chapters explore as tools for crafting horror adventures. For details on specific Domains of Dread and interactions between these realms, see chapter 3.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
following sections are written for you, the DM, to consider and incorporate into your adventures as you see fit. If you wish to reveal the core mysteries of Ravenloft to your players and explore the Land
in Ravenloft, elements the following chapters explore as tools for crafting horror adventures. For details on specific Domains of Dread and interactions between these realms, see chapter 3.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
anything shady or villainous, but maneuvering pieces into position so they can play their designated parts. As the campaign unfolds, the dragons of the Chamber might reveal that the adventurers have their
for the world in the long term, or a short-term triumph that carries tremendous risk for the world in the distant (or not too distant) future. Another possibility is that the adventurers are openly
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
anything shady or villainous, but maneuvering pieces into position so they can play their designated parts. As the campaign unfolds, the dragons of the Chamber might reveal that the adventurers have their
for the world in the long term, or a short-term triumph that carries tremendous risk for the world in the distant (or not too distant) future. Another possibility is that the adventurers are openly
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
anything shady or villainous, but maneuvering pieces into position so they can play their designated parts. As the campaign unfolds, the dragons of the Chamber might reveal that the adventurers have their
for the world in the long term, or a short-term triumph that carries tremendous risk for the world in the distant (or not too distant) future. Another possibility is that the adventurers are openly
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
disguise. For other changelings, a new face may reveal an aspect of their soul. The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers
develop identities that have more depth, crafting whole personas complete with histories and beliefs. A changeling adventurer might have personas for many situations, including negotiation
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
that parts to reveal distant cliffs. A port emerges from the mist, nestled among mangroves. Elaborate mud-brick buildings in chalky pastel colors line the shore. A grand mud-brick castle bristling with
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
that parts to reveal distant cliffs. A port emerges from the mist, nestled among mangroves. Elaborate mud-brick buildings in chalky pastel colors line the shore. A grand mud-brick castle bristling with
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
that parts to reveal distant cliffs. A port emerges from the mist, nestled among mangroves. Elaborate mud-brick buildings in chalky pastel colors line the shore. A grand mud-brick castle bristling with
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
particular cause. Does your character know the source of your magical power? Does it tie back to some distant relative, a cosmic event, or blind chance? If your sorcerer doesn’t know where their power
arose from, your DM can use this table (or select an origin) and reveal it to you when the information plays a role in the campaign. Arcane Origins d6 Origin 1 Your power arises from your family’s
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
particular cause. Does your character know the source of your magical power? Does it tie back to some distant relative, a cosmic event, or blind chance? If your sorcerer doesn’t know where their power
arose from, your DM can use this table (or select an origin) and reveal it to you when the information plays a role in the campaign. Arcane Origins d6 Origin 1 Your power arises from your family’s
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
particular cause. Does your character know the source of your magical power? Does it tie back to some distant relative, a cosmic event, or blind chance? If your sorcerer doesn’t know where their power
arose from, your DM can use this table (or select an origin) and reveal it to you when the information plays a role in the campaign. Arcane Origins d6 Origin 1 Your power arises from your family’s