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Returning 29 results for 'breaks before down core realms'.
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Classes
Player’s Handbook
Core Cleric Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Cleric level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: History, Insight
, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP
Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Return to Worms. When the mage is reduced to 0 hit points, it breaks apart into a swarm of insects (see the Monster Manual) in the same space. Unless the swarm is destroyed, the mage reforms from it
planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
core cosmology, unearthly realms populated by demons. The Ghaash’kala raid these demiplanes to get the supplies they need to survive.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Astral and Ethereal The planes of Eberron are bound together in their own cosmology. But the astral and ethereal planes surround and enfold them, functioning exactly as they do in the core cosmology
. If you wish to facilitate contact between Eberron and other settings, passage through the Deep Ethereal is the simplest way to accomplish it. The potential impact of contact between Eberron and other realms is discussed in chapter 1.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cleric Core Cleric Traits Primary Ability Wisdom Hit Point Die D8 per Cleric level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: History, Insight, Medicine
GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cleric MICHAEL BROUSSARD A Miraculous Priest of Divine Power Core Cleric Traits Primary Ability Wisdom Hit Point Die D8 per Cleric level Saving Throw Proficiencies Wisdom and Charisma Skill
Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
down into a hollow central cavity. Lying near the base of the stalagmite are the badly corroded remains of two goblin scimitars. A black pudding has taken residence inside the stalagmite’s hollow core
is inserted into one of the stalagmite’s holes. The pudding has total cover while inside the stalagmite’s core. If left undisturbed, the pudding remains inside the stalagmite until the characters
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
It’s Your World In creating your campaign world, it helps to start with the core assumptions and consider how your setting might change them. The subsequent sections of this chapter address each
, but they’re not the only set of assumptions that can do so. You can build an interesting campaign concept by altering one or more of those core assumptions, just as well-established D&D worlds have done
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
existing realms. To do so would be to put one of the Five Nations above the others, and that would lead to breaks and fractures that would eventually destroy the kingdom. Thus, he established his seat of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the Forgotten Realms or Eberron, where empires of giants thrived thousands of years ago. Or it could be a world of your own creation, perhaps one where giants have maintained an unbroken line of rule
hold ranks based on their position in the ordning. Or several smaller realms might coexist in varying degrees of mutual hostility. Maybe storm giants have their own realm or realms, cloud giants their
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
in module X9, The Savage Coast, which was set in the world of Mystara. Tortles, like most other adventurous races, can appear on any D&D world. In the Forgotten Realms, the peninsula of Chult and the
Snout of Omgar make good homes for them. This supplement assumes that you have the D&D fifth edition core rulebooks (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual) as well as Volo’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Core Assumptions The rules of the game are based on the following core assumptions about the game world. Gods Oversee the World. The gods are real and embody a variety of beliefs, with each god
heals wounds to something much more rare and impressive, such as a levitating tower or a stone golem guarding the gates of a city. Beyond the realms of civilization are caches of magic items guarded
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
are easily identified by the expansion of the walls beyond the central core. These internal walls naturally divide the city into wards (neighborhoods defined by specific features), which have their own
Realms, Sharn in Eberron, and the Free City of Greyhawk stand as vital beacons of civilization in the D&D worlds.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the bridge known as Wyrm’s Crossing, then to distant realms beyond.
Dozens of Flaming Fist soldiers are trying to control an angry mob of commoners eager to leave the city. Armed with only a vague
description of Captain Zodge — a tall man with long black hair and a leather eye patch — it takes you a while to find him. A fight breaks out between soldiers and commoners, and you finally spot the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Mysterious Visitors The details of this adventure hook assume that your D&D campaign is based in or near Daggerford, a town on the Sword Coast in the Forgotten Realms, but you can change the location
bonfire’s core.
“We come from an ancient land whose name is long forgotten—a land of kings. Our enemies forced us from our homes, and now we wander the lost roads.”
The dark shape in the fire takes the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it. As with other demons, a demon lord that dies on another plane has its essence return to the
matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out — or if she has a reason to remind her followers to fear her — Lolth’s lower
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
possessions through the planes. Someone who dares to steal from a morkoth, or breaks a deal with one, will know no rest until the morkoth is slain or all promises are kept. Collectors of everything odd
several underground chambers, although other structural forms might be incorporated. The morkoth dwells among its most prized possessions in a spacious vault at the core of the warren, where the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
destruction. The last one hundred fifty years have comprised one of the most cataclysmic periods in Faerûn’s history. On no fewer than three occasions, Toril has been shaken to its core by forces that have
killed, while the face of Faerûn was reshaped by waves and veils of mystic blue fire. Entire nations were displaced or exchanged with realms from other worlds, and parts of the earth were torn free to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
on Greek myth or the Epic of Gilgamesh, and so on. Heroic Fantasy Heroic fantasy features adventurers bringing magic to bear against monstrous threats—the default subgenre presented in the core D&D
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->Dungeon Master’s Guide
looking for a place to live in peace. 11 An enormous monster on display in a menagerie breaks free and goes on a rampage. 12 A coven of hags steals cherished memories from travelers. 13 A villain seeks
, possibly determining the fate of millions on the Material Plane and even places beyond. Characters traverse otherworldly realms and explore demiplanes and other extraplanar locales, where they fight
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
as much. If combat breaks out, the deep gnomes fight defensively and attempt to defuse the situation. They try to incapacitate the characters rather than kill them, hoping to resume peaceful
adventure, but the expansive realms below and their subterranean threats could be crafted by the DM for future adventures.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to
these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures’ minds
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
nonfunctional unless the power core is fixed, which is beyond the ceremorphs’ capability. N4. Battle Deck This middle deck has an open cowl. Mounted to the deck is a forward-facing ballista. The walls are lined
Intelligence of 3 or lower must succeed on a DC 13 Constitution saving throw or be incapacitated for 1 minute. After each activation, there’s a 25 percent chance that the rod breaks and becomes
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
are magically protected from decay. Undead workers sometimes take breaks in this area. At any given time, 1d4 + 1 zombies relax among Sigil’s dead. Sorting Chutes. Animated coffins, gurneys, and other
destroyed. Nevervault For Characters of 8th–10th Level Robson Michel The crypts of the Nevervault imprison deathless threats with a tenacious grip on the realms of the living In this encounter
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Peering into the water’s depths reveals thin, pale faces staring back, dark monsters swimming past, and glimpses of distant realms. A creature can wade through the water safely, but any creature that
) check. On a successful check, the trapped creature breaks through the surface and is no longer submerged. P36. Costume Room This room contains eight wooden mannequins in tall glass cases. Each
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
that pervades these rooms and area S15. S16a: Living Quarters. Four vegepygmy scavengers live in each of these repurposed passenger quarters, for a total of twenty-eight vegepygmies. If combat breaks
clean up the ship in exchange for technological rewards and the supercomputer’s assistance during their exploration. It explains that with its core systems damaged by the crash and few robots remaining
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
a solid background in company history might recall that this is the same vault that the core members of Acquisitions Incorporated once robbed.) Vault Doors and Keys. Each vault door is covered in
, which could lead to the discovery of any breach into the orrery vault. Tannus’s and Jormun’s Secrets. If violence breaks out between the families (or between Horn Enclave and any possible thieves
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
out and wreak havoc on other evil Far Realms creatures throughout the Briny Maze. If the characters wish, 1d4 flumphs accompany each character who succeeds on a DC 13 Charisma (Persuasion) check, to a
empty rooms are still empty. Shalfi’s Digging. If the aberrant zealot Shalfi in area B9 continues his work, he breaks through the chamber ceiling after a couple of days, which surprises Lowarnizel and






