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Returning 35 results for 'both both draw connection roaming'.
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Classes
Forgotten Realms: Heroes of Faerûn
Wield Raw Magic
Your innate power stems from the source of magic itself: the Weave. This connection manifests as a rare ability known as spellfire, and you surge with radiant bursts of this raw
settlements, such as those along the Sword Coast, and wield their magic in service of the common good. Others realize their own strange powers by roaming equally strange lands, from the magic-blasted wastes
Species
Mordenkainen Presents: Monsters of the Multiverse
Air genasi are descended from djinn, the genies of the Elemental Plane of Air. Embodying many of the airy traits of their otherworldly ancestors, air genasi can draw upon their connection to the
Barbarian
Legacy
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Classes
Basic Rules (2014)
fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes
, resilience, and feats of strength.
Primal Instinct
People of towns and cities take pride in their settled ways, as if denying one’s connection to nature were a mark of superiority. To a barbarian
Backgrounds
Guildmasters’ Guide to Ravnica
conclave has a deeper connection to the Worldsoul than I do.
6
I’m trying to atone for the life of crime I led before I joined the Selesnya, but I find it hard to give up my bad habits
.
Contacts
The Selesnya Conclave is all about connections, so its members cultivate contacts throughout the guild. The guild also engages in energetic recruitment to draw converts from other
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Soul of Artifice At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic item you are currently
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Soul of Artifice At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic item you are currently
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Soul of Artifice 20th-level artificer feature You have developed a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Level 20: Soul of Artifice You have developed a mystical connection to your magic items, which you can draw on for aid. You gain the following benefits. Cheat Death. If you’re reduced to 0 Hit Points
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Primal Instinct People of towns and cities take pride in their settled ways, as if denying one’s connection to nature were a mark of superiority. To a barbarian, though, a settled life is no virtue
them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. Elements and Environments If your spells or class features draw on elemental forces or the magic of the land, you might use a connection to giants to tap into that power. A druid belonging to the Circle
Heroes of the Giants Barbarians who harness the might of giants are not the only adventurers who draw power from giants. A character of any class can explore ties to giants in the following ways
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, spells, and class features can have their source in the power of dragons. A character of any class can have strong ties to dragonkind. The Draconic Character Ties table provides ideas you might draw on
options. Draconic Character Ties d10 Draconic Tie
1 I revere and draw my power from one of the dragon gods—most likely Bahamut or Tiamat, but possibly Sardior or a powerful dragon with
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mimic Shape-Shifter Disguised as an Unassuming Object Habitat: Underdark, Urban; Treasure: Any Mark Zug In their natural forms, mimics are little more than roaming stomachs, their blobby bodies
. Once victims draw close, mimics strike, lashing out with their sticky pseudopods and toothy mouths. After consuming victims, mimics usually relocate, change form, and await their next meal. Use the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, which transforms the lives of everyone who dares to draw from it. But fate and destiny are powerful concepts; when a character tries to change their destiny, they’re meddling with powers usually
connection to the gods, especially gods of fate and destiny, such as the Greyhawk deity Istus, who created the original Deck of Many Things; Savras in the Forgotten Realms; the Dragonlance deity
Monsters
Fizban's Treasury of Dragons
later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the lair of a
a constant battle against deep gnome miners, who scour the tunnels of the dragon’s lair in search of emeralds.
2
An adult silver dragon tries to befriend and draw out a reclusive adult
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
arise in connection with the Mournland. Mournland Villains d6 Villain 1 The Lord of Blades maintains a detention center where experiments are performed on adventurers and scavengers that his forces
undead army from the corpses in the Mournland. 5 A rakshasa works to free a fiendish overlord trapped in a whirlwind of stone and sand somewhere in the Mournland. 6 A servant of the Lords of Dust maintains an extensive collection of severed heads and continues to draw on the knowledge in their brains.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
also includes character creation advice and magic items appropriate for clerics, druids, paladins, and other characters with a connection to the divine. Chapter 9: Knight. Characters who draw the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Vine Blight Appearing as masses of slithering creepers, vine blights hide in undergrowth and wait for prey to draw near. By animating the plants around them, vine blights entangle and hinder their
foes before attacking. Vine blights are the only blights capable of speech. Through its connection to the evil spirit of the Gulthias tree it serves, a vine blight speaks in a fractured version of its
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
connection to the Deck of Many Things; anyone seeking the deck could be drawn to the abbey, heedless of danger. The site is a sandbox that encourages exploration, roleplaying with multiple factions
tower in the village might see the characters as a path to earning Mekkalath’s goodwill. Heroes might confront the death tyrant trapped within the abbey’s tower, draw it into a fight with Mekkalath, or
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Air Genasi Traits Air genasi are descended from djinn, the genies of the Elemental Plane of Air. Embodying many of the airy traits of their otherworldly ancestors, air genasi can draw upon their
connection to the winds. Air genasi’s skin tones include many shades of blue, along with the full range of human skin tones, with bluish or ashen casts. Sometimes their skin is marked by lines that seem
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
ruins of long-lost kingdoms. Amid a lawless wilderness of jagged, snow-capped peaks, alpine forests, bitter winds, and roaming monsters, the coast holds such great bastions of civilization as the city of
picture of the location, or you can draw what they see on a piece of graph paper, copying what’s on your map while omitting details as appropriate. It’s not important that your hand-drawn map perfectly
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
crime. A random killing might be just as mysterious, but it lacks that emotional connection. Also look for a connection between the victim and one or more of the adventurers. One surefire way to draw
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
shape the names of most of Ravnica’s humans. Humans sometimes borrow names from other races, but they have a rich pool of traditional names to draw from. The use of family names seems to be a peculiarly
and Jarad Vod Savo. When other races use family names, they are usually derived from some connection (not necessarily a blood tie) to a human family. Male Human Names: Agmand, Agosto, Bell, Brev, Dars
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the truth to you: your psionic powers are not your own. You draw them from your parasitic twin! Psionic Spells 1st-level Aberrant Mind feature You learn additional spells when you reach certain
tentacles, summon aberration (a spell in chapter 3) 9th Rary’s telepathic bond, telekinesis Tiefling Aberrant Mind Telepathic Speech 1st-level Aberrant Mind feature You can form a telepathic connection
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Barbarian: Path of the Giant Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these barbarians surge with elemental power and grow in size
damage type to another one from the damage type options above. Mighty Impel 10th-Level Path of the Giant Feature Your connection to giant strength allows you to hurl both allies and enemies on the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
you can see the marshy shore. Dark shapes move under the surface, and flashes of red carapace draw the eye. This is not a safe place.
Getting to the village is the characters’ first challenge
landfall just north of the docks. Several yuan-ti are roaming through the village when the characters arrive, but the serpentfolk are not particularly vigilant. The characters can earn the yuan-ti’s
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
training. This doesn’t change the way these features function; it means that instead of making a pact with a fiend, your warlock has a connection to an elite order of arcaniers that share these abilities
character. Are you an impetuous duelist, quick to draw your wand at the first provocation? A former soldier trained to use magic as a weapon? Or an arcane scholar who despises hotheaded wandslingers who know
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Planar Portals A portal is a stationary, interplanar connection that links a specific location on one plane of existence to a specific location on another. Some portals function like doorways
. Once it opens, such a portal remains open for a limited time, such as for 3 days following the full moon, for 1 hour, or for 10 minutes. Learning and meeting a portal’s requirements can draw characters
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, and then are found weeks later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5 Giant lizards drawn to the lair of a
the dragon’s lair in search of emeralds.
2 An adult silver dragon tries to befriend and draw out a reclusive adult emerald dragon.
3 An adult emerald dragon unwillingly serves a fire
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
challenge.
— Margaret Weis & Tracy Hickman, War of the Twins
“Portal” is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on
overwhelming number of such item-keyed portals. Learning and meeting a portal’s requirements can draw characters into further adventures as they chase down a key item, scour old libraries for command words, or consult sages to find the right time to visit the portal.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Life Domain Spells table, you thereafter always have the listed spells
. Others are sentinels who pierce deception. Some are deities of beauty and artistry who teach that art is a vehicle for the soul’s improvement.
Level 3: Light Domain Spells Your connection to this
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Scion of the Outer Planes Prerequisite: Planescape Campaign Your connection to an Outer Plane infuses you with the energy there. Choose a type of plane listed in the Planar Infusion table. Your
Planes Feat You can draw on the forces of the multiverse to survive cosmic extremes and to traverse its infinite realms, granting you these benefits: Planar Adaptation. When you finish a long rest, you
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
organization. While serving as spies engaging in international intrigues could lead to world-changing escapades, being fixers for the mayor of a struggling town offers a personal connection to a place
. You are required to account for your expenses and must explain any extraordinary expenditures, but routine travel, ordinary equipment, and basic services don’t draw a second glance. Immunity. As long
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
equipment, and basic services don’t draw a second glance. Immunity. As long as you remain in the aristocrat’s good graces, you are nearly immune to prosecution under the laws within the aristocrat’s sphere
isn’t your patron’s priority. 4 Intimate Connection. A common-born confidant or lover of your patron guides you in creating circumstances to bolster the noble family’s best interests. 5 Outside Insider
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
might be indifferent to your existence. But the secrets you’ve learned nevertheless allow you to draw strange magic from it.
Level 3: Awakened Mind You can form a telepathic connection between your
connection lasts for a number of minutes equal to your Warlock level. It ends early if you use this feature to connect with a different creature.
Level 3: Great Old One Spells The magic of your patron
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
section presents the Circle of the Land, Circle of the Moon, Circle of the Sea, and Circle of the Stars subclasses. Circle of the Land Celebrate Connection to the Natural World The Circle of the Land
Forms to Guard the Wilds Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals. Changeable as the moon, a






