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Returning 27 results for 'both both druids contests realms'.
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Classes
Xanathar's Guide to Everything
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural
alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are
Classes
Xanathar's Guide to Everything
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural
alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are
Druid
Legacy
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Classes
Basic Rules (2014)
of Greyhawk and the Forgotten Realms, druidic circles are not usually connected to the faith of a single nature deity. Any given circle in the Forgotten Realms, for example, might include druids who
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Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Druids The druids of the Realms venerate nature in all its forms, as well as the gods of the First Circle, those deities closest to the power and majesty of the natural world. That group of gods
includes Chauntea, Eldath, Mielikki, Silvanus, as well as Auril, Malar, Talos, and Umberlee, for nature is many-sided and not always kind. Unlike clerics, who typically serve a single deity, druids revere
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Satyr Satyrs enjoy demonstrating their physicality through contests, evicting party poopers, and defending Fey realms. Lorenzo Mastroianni
Satyr Medium Fey, Chaotic Neutral
AC 13
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
prosperity, sharing their good fortune with friends and strangers alike. Vistani resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. Vistani families can
for the group’s travels, and preserving the Vistani way of life. The Vistani have the power—some say gift—to travel through the mists that lead to forlorn realms within the Shadowfell known as the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Circle of Dreams Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes
for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Realms setting. He was afflicted with werewolf lycanthropy after winning one of Kiril’s despicable contests. Wencensia has been tasked with training this newest member of Kiril’s pack. Casting a greater restoration spell or a remove curse spell on Kellen ends his lycanthropy.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, druidic circles are not usually connected to the faith of a single nature deity. Any given circle in the Forgotten Realms, for example, might include druids who revere Silvanus, Mielikki, Eldath, Chauntea
Circle of the Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Factions in Greyhawk Instead of the Forgotten Realms factions, the Flanaess has its own set of knightly orders, mage guilds, and elite societies that serve as power groups the player characters can
druids of the Flanaess belong to a great order known as the Old Faith. Each region of the continent falls under the purview of a Great Druid, who in turn oversees a hierarchy of lower-ranking druids
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
reserved for deities. This chapter is filled with character options, treasure, and other ideas linked to the concepts of fate and destiny. It’s primarily aimed at clerics, druids, and paladins who have a
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
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
symbol) to ward off misfortune. The same gesture raised to the head signifies a salute; when pointed at someone, the “horns” indicate ill favor directed toward that individual. Many druids worship
Beshaba as one of the First Circle. They propitiate her with dances while wearing fire-blackened antlers dipped in blood. According to these druids, her holy symbol is the horns of a stag because when
Compendium
- Sources->Dungeons & Dragons->Monster Manual
titanic game or creating sanctuaries from the cold (frequently featuring hot springs or snowy contests). Frost giants sometimes forge partnerships with icy Fey or fire giants dwelling underground
, serving as guardians to their realms in exchange for treasure, weapons, and crafts. The small folk have barely anything worth looting, so they shouldn’t much mind when we take it from them.
—Jarl Grugnur
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
pursuits, such as creating the perfect mortal form and visiting dream realms within an individual’s psyche. As Hazlik advanced in power, he developed rivalries with his fellow Red Wizards. Through
petty contests, victories, and embarrassments, he grew increasingly arrogant, orchestrating events that left his rivals scarred by his spells or their own backfiring magic. During these feuds, there was
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Druid Steward and Sage of Nature Habitat: Any; Treasure: Individual, Relics Cynthia Sheppard Druids use primal magic, traditional teachings, and bonds with animals and eldritch beings to guard the
travelers in navigating the realms of Beasts, Fey, or Plants. 3 A hermit who works alone to protect the lands, seas, or skies they call home. 4 A mender who travels the world healing natural, magical, or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
kind of interface between the will of a spellcaster and the stuff of raw magic. The spellcasters of the Forgotten Realms call it the Weave and recognize its essence as the goddess Mystra, but casters
use arcane magic. The spells of clerics, druids, paladins, and rangers are called divine magic. These spellcasters’ access to the Weave is mediated by divine power—gods, the divine forces of nature, or
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
.
6 A circle of druids looks after an amethyst dragon wyrmling lairing in the circle’s mountain tarn.
Young Amethyst Dragon Connections d6 Connected Creatures
1 A myconid community
Forgotten Realms are unclear about whether or not the ancient amethyst dragon Eldenser still lives, largely because of the behavior that earned him the epithets “the Lurker” and “the Worm Who Hides in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
regional, and usually involved bragging rights or hunting territory. Differences were settled by individual contests of might, wits, or skill. That situation persisted for generations, until the red
WORLDS
The tale of Ostoria is drawn from the Forgotten Realms. Think of it as a good example of how giants developed on many worlds, as it captures their rise and fall from prominence in a manner that
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
autonomy of its members. The Harpers have small cells and lone operatives throughout the Forgotten Realms. They share information with one another from time to time as needs warrant. The Harpers
Emerald Enclave. This widespread group of wilderness survivalists preserves the natural order while rooting out unnatural threats. Druids, rangers, and barbarians make up most of its membership. Branches of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
serves as an adviser and mediator to scattered groups of giants, traveling extensively to visit far-flung communities. In some places, priests of Annam are great kings who rule over realms comprising
cleverer of the two, often outwitting his brother in contests where Thrym’s greater strength might otherwise let him prevail. Their history of competition ranges from striving to outdo each other in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Fungal Plague. To protect a primeval forest from the encroachment of hunters and settlers, druids unleash a fungal plague that quickly gets out of hand. Old Enemy. An elusive villain who plagued the
of a mythic fantasy campaign: Divine Trials. Seeking a gift or favor from the gods, the adventurers undertake a series of trials that lead them to the realms of the gods, where the adventurers can
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
widespread group of wilderness survivalists preserves the natural order while rooting out unnatural threats. Many of the Enclave’s members are barbarians, druids, and rangers. Some wander the untamed
once sheltered three great elven realms beneath its boughs. Many tribes of wood elves — and a few moon elves — still protect the ruined monuments to their golden age. Few beyond the borders of the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Members hone their bodies and minds through rigorous conditioning, and they regularly challenge others in the Market Ward to contests of artistic, athletic, or spiritual prowess. Because Ciphers tend to
in front of warm vents tied to windy desert realms or the chilling gales of Pandemonium. The baths are run by Laril Zazzkos, a githzerai uniter (see Morte’s Planar Parade), and her staff of rough
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
pantheon, pushes his children to increase their numbers so they may be his instrument of revenge against the realms of elves, humans, and dwarves. In order to spite the gods who spurned him, Gruumsh leads
their superior strength and endurance through cruel contests against their tribe mates, acts of unprovoked belligerence, and great success in battle. It is through these tests of strength that
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
champions of Dhakaan fought fiercely. But in the end, it was the orc Gatekeeper druids who closed the portals to Xoriat and drove the daelkyr into Khyber. The Gatekeepers crafted seals to hold both
twisted vision of its master. These realms are connected to the surface by tunnels and chasms, but they defy conventional geography. Passages to Belashyrra’s domain can be found in the Shadow Marches
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
halfling gods are viewed as folk heroes — mortal beings who ascended to divinity, rather than divine entities who descend from their realms to influence the world. Because of this outlook, halflings
this place is cared for by a druid. Creatures that attack a village under the protection of the god’s druids soon learn the error of their ways when all manner of plants lash out to grapple and sting
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
planes. Some lesser deities live in the Material Plane, as does the unicorn-goddess Lurue of the Forgotten Realms and the titanic shark-god Sekolah revered by the sahuagin. Others live on the Outer
other campaigns, impersonal forces of nature or magic replace the gods by granting power to mortals attuned to them. Just as druids and rangers can gain their spell ability from the force of nature






