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Returning 35 results for 'breathe before divinity complex religious'.
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breath before divinity complex religion
breathe before divinity complete religion
breath before divinity complex religious
Monsters
Waterdeep: Dragon Heist
freeze for up to 1 hour. He can breathe air and water.Mace. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Mace"} to hit, reach 5 ft., one target. Hit: 3 (1d6
of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 9
"}
Ideal
1
Balance. Everything is a complex interaction of forces that must be kept in a delicate and carefully maintained balance. (Neutral)
2
Knowledge. We are the whole of creation
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit
than this one.
Amethyst Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Balance. Everything is a complex interaction of forces that
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
. Everything is a complex interaction of forces that must be kept in a delicate and carefully maintained balance. (Neutral)
2
Knowledge. We are the whole of creation, seeking to understand itself
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
"}
Ideal
1
Balance. Everything is a complex interaction of forces that must be kept in a delicate and carefully maintained balance. (Neutral)
2
Knowledge. We are the whole of creation
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
is favored by a god, pantheon, or religious order. This section presents the Life Domain subclass. Life Domain Soothe the Hurts of the World The Life Domain focuses on the positive energy that helps
domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods of healing or endurance, and gods of home and community
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
private dungeon complex where she could conduct religious ceremonies and harbor guests who share her devotion to the archdevil Zariel.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
books, scrolls, or carved tablets; tapestries or woven “tomes” of embroidered cloth; complex scientific instruments; and religious icons or objects. They are fond of unique and unusual art objects
Dragon Art Objects d8 Object
1 A complex orrery of the planes of existence made of engraved movable plates of precious metals and set with gemstones
2 A two-foot-long rod of pale
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
crash and spent years in a remote location until you were found. In that time, you experienced a remarkable revelation. Did you have a religious experience, or did you have an arcane insight into the
—something so big that it’s driven you from your beloved books and into a life of adventure. Is it a fragment of the Draconic Prophecy? A complex puzzle leading to an ancient treasure?
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
hanging from their necks, and their hands glow with divine magic. On the opposite side of camp, a human woman pores over a spellbook.
The archaeologists are investigating the ancient complex in
which a piece of the Rod of Seven Parts waits. The characters can chat with the archaeologists to learn about the complex and ask to borrow magic items to aid their quest. Laysa’s Goals At camp, Laysa is
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Infiltrating Web’s Edge Irina Nordsol Heroes who stumble into Web’s Edge unaware of its dangers usually meet a gruesome end Web’s Edge is a dangerous place. If the characters burst into the complex
successful DC 14 Wisdom (Religion) or Intelligence (History) check reveals that “The Spider Queen smiles on you” is a typical religious greeting that those in Web’s Edge expect to hear from fellow
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
is favored by a god, pantheon, or religious order. This section presents the Life Domain, Light Domain, Trickery Domain, and War Domain subclasses. Life Domain Soothe the Hurts of the World
The
itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods
Kobold
Legacy
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Species
Volo's Guide to Monsters
religious significance. Most kobold sorcerers are of the draconic bloodline origin and specialize in either damaging magic (which can also be used in mining), augmentation (of materials or allies), or
moves its tribe to another area, ceding the contested territory to its more successful neighbors.
As demonstrated by their hatred of gnomes, kobolds have a persecution complex and easily take offense
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
both. Temples and Shrines The core religious institutions of Faerûn are temples and shrines. Whether a small, out-of-the-way building, or a complex made up of multiple structures and tracts of land
Religious Institutions Those who serve as priests of a god aren’t necessarily clerics. Indeed, the power invested in clerics and other divine spellcasters by the gods is given out only rarely (see
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
1 Beholder 2–4 Cult or religious group (roll on the Cults and Religious Groups table to determine specifics) 5–8 Dwarves 9 Elves (including drow) 10 Giants 11 Hobgoblins 12–15 Humans (roll on the NPC
Alignment and NPC Class tables to determine specifics) 16 Kuo-toa 17 Lich 18 Mind flayers 19 Yuan-ti 20 No creator (natural caverns) Cults and Religious Groups d20 Cult or Religious Group 1
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
monsters in a dungeon are more than a collection of random creatures that happen to live near one another. Fungi, vermin, scavengers, and predators can coexist in a complex ecology, alongside intelligent
over a cavern complex or a gang of trolls inhabiting an aboveground ruin. Other times, particularly in larger dungeons, multiple groups of creatures share space and compete for resources. For example
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
XP)
Amphibious. The firenewt can breathe air and water.
Actions
Multiattack. The firenewt makes two attacks with its scimitar.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target
pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it. Religious Militants. Firenewt society and culture are
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Fabricate (1/Day). The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability.
Legendary
.
Topaz Dragon Lair Features
The topaz dragon lair shown in map 5.14 is situated among the rocky cliffs and beaches of a rugged coastline. The lair is set in a cavern complex near the top of the
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Fabricate (1/Day). The dragon can cast fabricate, requiring no spell components and using Intelligence as the spellcasting ability.
Legendary
Features
The topaz dragon lair shown in map 5.14 is situated among the rocky cliffs and beaches of a rugged coastline. The lair is set in a cavern complex near the top of the cliffs, 50 feet above the sandy
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
shadows, sometimes aiding the other deities, and sometimes working against them with the pantheon’s enemies. Mystery Cults A mystery cult is a secretive religious organization based on a ritual of
Magic Items
Infernal Machine Rebuild
the complex nature of its programming, this feature can be used only once per month. Each time this effect is used, there is a cumulative 10 percent chance of the Infernal Machine malfunctioning
forth, you breathe out intermittent gouts of flame that deal 1d4 fire damage to you.
49
You can cast the daylight spell three times.
An evil undead creature that comes within 30 feet of you for the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
shattered their minds. The kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the
Challenge 1/4 (50 XP)
Amphibious. The kuo-toa can breathe air and water.
Otherworldly Perception. The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
images that can inspire your mapmaking. Bringing a Location to Life An inhabited adventure location has its own ecosystem. The creatures that live there need to eat, drink, breathe, and sleep
adventure location are more than a collection of random creatures that happen to live near one another. Fungi, natural animals, scavengers, and predators can coexist in a complex ecology, alongside
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. You can choose the type of leader or determine one randomly using the Leader Types table. Leader Types d6 Leader Type 1 Political 2 Religious 3 Military 4 Crime/underworld 5 Art/culture 6
Philosophy/learning/magic Political leaders are monarchs, nobles, and chiefs. Religious leaders include deities’ avatars, high priests, and messiahs, as well as those in charge of monasteries and leaders of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
13–14 Storage for food, as well as tools used by the maze’s guardians to keep the complex in working order 15–18 Trap to confound or kill those sent into the maze 19 Well that provides drinking water
a torture chamber in an evil temple) 61–65 Library, well stocked with religious treatises 66–68 Prison for captured enemies (in good or neutral temples) or those designated as sacrifices (in evil
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
members of a religious order of knights, and who now seeks revenge against the current members of that order.
2. Determine the Villain’s Actions Once you have a villain, it’s time to determine what
. Detail Key Locations Since locations aren’t the focus of the adventure, they can be simpler and smaller than a dungeon complex or an expanse of wilderness. They might be specific locations in a city
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Factions Factions are like political parties, religious organizations, or secret societies. Players can choose a connection to one of five factions: the Harpers, the Order of the Gauntlet, the
adventure’s start. You can make the characters’ connections to their factions as complex as you like. The Harpers and the Emerald Enclave operate on personal relationships, so the characters might have
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
full-grown kraken, so the creature should be destroyed for the aboleths’ own safety. The kraken’s substantial intellect has been hopelessly tainted by exposure to Sgothgah’s religious beliefs. All gods
flicker of intricate magical sigils that cover its top edge and the upper twenty feet of its walls. Those sigils are woven into a complex tapestry of magical light, undulating and writhing like an
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
caverns and forgotten storerooms before connecting with the Black Lake. None of the monsters that inhabit the complex regularly visit this place. The black dragon Nightscale sometimes swims through
take 1d6 bludgeoning damage as it is battered by rocks. Even creatures that can breathe water aren’t likely to survive for long. The stream runs underground for about 5 miles before emerging on a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
The Foundry Durgeddin’s followers lived and worked in a series of carved halls and chambers beyond the Glitterhame. Most of this part of the complex was thoroughly ransacked when the dwarven citadel
recesses, and dwarf-crafted traps still work perfectly well despite their age. In addition, a small number of duergar have come here to breathe life into Durgeddin’s old forges and decipher the secrets
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. They have darkvision out to 60 feet. They have a swimming speed of 30 feet and can breathe air and water. Ishvern Stargazer Ishvern Ishvern (neutral good, sea elf scout), the de facto leader of the
traditions, but they know little of the deed’s religious ties or the god Habbakuk. If the characters agree, Ishvern leads them to the shrine’s entrance. Yearkal’s Return. If the characters know of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
tracts undermining the gods’ divinity litter the broken streets near the Shattered Temple. Defiers sometimes seed these tracts with details of scandals to discredit clerics and other worshipers. The
(detailed below), a fire-gutted building conceals a gaping hole into the ground with a single ladder leading down into darkness. Here lies the Bones of the Night, a cavern complex home to the Master of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
is not a single collection of oracular sayings, nor is it any kind of organized prediction of future events. Rather, the Prophecy is a map of possible futures—an outline of the complex relationships
connect their echoes across worlds, then all worlds must exist in a sort of entanglement of causality. This makes the map of possible futures infinitely more complex and tantalizing—and subject to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Any low-challenge cavern-dwelling beasts are perfect for prodding the adventurers along.
3. Traps This part of the underground complex contains a number of traps installed by the previous occupants
potion of healing and a spell scroll of bless. 4. Tunnels An extensive tunnel system beyond the trap room does not appear on the map. This area is a complex maze of passages crisscrossing each other
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
building serves as a quasi-religious museum for the magnificent inventions wrought in Gond’s name. Unlike the similarly named High House of Wonders, which serves as both temple and workshop housing
monsters, lies beneath the Hall of Wonders. These tales are true: beneath the grand altar in the Hall of Wonders is a complex pressure-plate system that opens a secret passageway leading beneath the






