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Returning 35 results for 'brute buttons diffusing contact regions'.
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Genasi
Legacy
This doesn't reflect the latest rules and lore.
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races
Elemental Evil Player's Companion
hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).
Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring
bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faerûn, along the coast from Calimshan north
classes
Basic Rules (2014)
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute
.
Creating a Wizard
Creating a wizard character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you had
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of nature and mortal life, such as agriculture, the sun, and death. Greater deities are ultimately beyond mortal understanding, and they’re often known by different names across regions, cultures, and
Monster Manual. Vestiges are deities who have lost nearly all their worshipers and are considered dead from a mortal perspective. Esoteric rituals can sometimes contact vestiges and draw on their latent power.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a cultist tormented by contact
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a cultist tormented by contact
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of nature and mortal life, such as agriculture, the sun, and death. Greater deities are ultimately beyond mortal understanding, and they’re often known by different names across regions, cultures, and
Monster Manual. Vestiges are deities who have lost nearly all their worshipers and are considered dead from a mortal perspective. Esoteric rituals can sometimes contact vestiges and draw on their latent power.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of nature and mortal life, such as agriculture, the sun, and death. Greater deities are ultimately beyond mortal understanding, and they’re often known by different names across regions, cultures, and
Monster Manual. Vestiges are deities who have lost nearly all their worshipers and are considered dead from a mortal perspective. Esoteric rituals can sometimes contact vestiges and draw on their latent power.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a cultist tormented by contact
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
resources or territory. Such conflicts aren’t common, because two tribes will always prefer to expand in different directions if they come into contact, but they do happen.
For example, two
them.
Environment
Kobolds are cold-blooded and thus prefer temperate and tropical climates. Kobold tribes in colder regions tend to be smaller in population and more aggressive in their hunting
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
buttons on the sarcophagus lid have been pressed, read: The stone sarcophagus turns to transparent crystal, revealing a mummified monkey-like creature within. Clutched in its desiccated claws is a
the Nine Gods (but see "Lost Treasures"). Wongo’s Spirit. Wongo’s spirit is bound to the mace. If the mace hits or otherwise comes into contact with any character, Wongo’s spirit tries to inhabit that
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
goals — of which there are many — often still prefers to use trickery and cunning rather than the unreliable tools of honesty or brute force. Most Zil gnomes belong to the forest gnome subrace. Their
Your family is working on a new form of elemental binding, but they need a lot of Khyber dragonshards. 2 You have an anonymous contact who sends you missions via the sending spell. When you do as you’re
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
buttons on the sarcophagus lid have been pressed, read: The stone sarcophagus turns to transparent crystal, revealing a mummified monkey-like creature within. Clutched in its desiccated claws is a
the Nine Gods (but see "Lost Treasures"). Wongo’s Spirit. Wongo’s spirit is bound to the mace. If the mace hits or otherwise comes into contact with any character, Wongo’s spirit tries to inhabit that
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
buttons on the sarcophagus lid have been pressed, read: The stone sarcophagus turns to transparent crystal, revealing a mummified monkey-like creature within. Clutched in its desiccated claws is a
the Nine Gods (but see "Lost Treasures"). Wongo’s Spirit. Wongo’s spirit is bound to the mace. If the mace hits or otherwise comes into contact with any character, Wongo’s spirit tries to inhabit that
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
goals — of which there are many — often still prefers to use trickery and cunning rather than the unreliable tools of honesty or brute force. Most Zil gnomes belong to the forest gnome subrace. Their
Your family is working on a new form of elemental binding, but they need a lot of Khyber dragonshards. 2 You have an anonymous contact who sends you missions via the sending spell. When you do as you’re
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
goals, you may still prefer to use trickery and cunning instead of relying on honesty or brute force. Zil gnomes typically use the forest gnome subrace. The natural illusionist trait is a part of
.
2 You have a mysterious contact who sends you missions via sending; when you follow their instructions, you invariably receive a reward.
3 You’ve acquired a plot of land in Xen’drik. You’ve
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. Such documents grant you special status, such as access to forbidden regions or neutral standing in embattled areas. Such identification isn’t always a boon, though. In a land frequently plundered by
such efforts. You can call in a favor to delegate the work of researching lore (a downtime activity described in the Player’s Handbook and Xanathar’s Guide to Everything) to a colleague, contact
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
goals — of which there are many — often still prefers to use trickery and cunning rather than the unreliable tools of honesty or brute force. Most Zil gnomes belong to the forest gnome subrace. Their
Your family is working on a new form of elemental binding, but they need a lot of Khyber dragonshards. 2 You have an anonymous contact who sends you missions via the sending spell. When you do as you’re
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
goals, you may still prefer to use trickery and cunning instead of relying on honesty or brute force. Zil gnomes typically use the forest gnome subrace. The natural illusionist trait is a part of
.
2 You have a mysterious contact who sends you missions via sending; when you follow their instructions, you invariably receive a reward.
3 You’ve acquired a plot of land in Xen’drik. You’ve
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. Such documents grant you special status, such as access to forbidden regions or neutral standing in embattled areas. Such identification isn’t always a boon, though. In a land frequently plundered by
such efforts. You can call in a favor to delegate the work of researching lore (a downtime activity described in the Player’s Handbook and Xanathar’s Guide to Everything) to a colleague, contact
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. Such documents grant you special status, such as access to forbidden regions or neutral standing in embattled areas. Such identification isn’t always a boon, though. In a land frequently plundered by
such efforts. You can call in a favor to delegate the work of researching lore (a downtime activity described in the Player’s Handbook and Xanathar’s Guide to Everything) to a colleague, contact
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
goals, you may still prefer to use trickery and cunning instead of relying on honesty or brute force. Zil gnomes typically use the forest gnome subrace. The natural illusionist trait is a part of
.
2 You have a mysterious contact who sends you missions via sending; when you follow their instructions, you invariably receive a reward.
3 You’ve acquired a plot of land in Xen’drik. You’ve
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
beyond the Free City of Greyhawk as five major regions, each with its own store of adventure possibilities waiting to be explored: Central Flanaess. Diverse peoples clash against Iuz and the forces of
roll warrants it.
Magical Footnotes. Spells such as Contact Other Plane, Legend Lore, and Speak with Dead allow characters to learn information while leaving you control of the particulars.
Primary
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
beyond the Free City of Greyhawk as five major regions, each with its own store of adventure possibilities waiting to be explored: Central Flanaess. Diverse peoples clash against Iuz and the forces of
roll warrants it.
Magical Footnotes. Spells such as Contact Other Plane, Legend Lore, and Speak with Dead allow characters to learn information while leaving you control of the particulars.
Primary
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
beyond the Free City of Greyhawk as five major regions, each with its own store of adventure possibilities waiting to be explored: Central Flanaess. Diverse peoples clash against Iuz and the forces of
roll warrants it.
Magical Footnotes. Spells such as Contact Other Plane, Legend Lore, and Speak with Dead allow characters to learn information while leaving you control of the particulars.
Primary
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Medium creature. The chair is situated before a panel of dials, levers, and buttons. Tervaround and Anverth stand by the back wall, monitoring gauges and performing system checks. A copper speaking tube
electrify the outer hull for 1 minute, after which the system requires 1 hour to recharge. Any creature that comes into contact with or starts its turn in contact with the outer hull when it’s electrified
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Medium creature. The chair is situated before a panel of dials, levers, and buttons. Tervaround and Anverth stand by the back wall, monitoring gauges and performing system checks. A copper speaking tube
electrify the outer hull for 1 minute, after which the system requires 1 hour to recharge. Any creature that comes into contact with or starts its turn in contact with the outer hull when it’s electrified
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Medium creature. The chair is situated before a panel of dials, levers, and buttons. Tervaround and Anverth stand by the back wall, monitoring gauges and performing system checks. A copper speaking tube
electrify the outer hull for 1 minute, after which the system requires 1 hour to recharge. Any creature that comes into contact with or starts its turn in contact with the outer hull when it’s electrified
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
is divided into eight regions for the race, each of which is represented by a different creature. If you’re going to spend time in Dura, it’s best that you know your mounts! The beasts of Upper Dura
thrown or carried, and there are no limits on contact between participants, although only natural weapons are allowed. Typically, a low-level druid or adept is on hand to provide healing if needed—but any
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
is divided into eight regions for the race, each of which is represented by a different creature. If you’re going to spend time in Dura, it’s best that you know your mounts! The beasts of Upper Dura
thrown or carried, and there are no limits on contact between participants, although only natural weapons are allowed. Typically, a low-level druid or adept is on hand to provide healing if needed—but any
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
is divided into eight regions for the race, each of which is represented by a different creature. If you’re going to spend time in Dura, it’s best that you know your mounts! The beasts of Upper Dura
thrown or carried, and there are no limits on contact between participants, although only natural weapons are allowed. Typically, a low-level druid or adept is on hand to provide healing if needed—but any
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
chardalyn from the frozen corpses of several dwarves. Oblivious to the demonic magic suffusing the crystal, tribe members used the shards to fashion heads for their spears and axes. Contact with the crystal
Athletics +7, Intimidation +7, Survival +5
Senses passive Perception 12
Languages Common, Dwarvish
Challenge 5 (1,800 XP)
Brute. A melee weapon deals one extra die of its damage when Jarund hits with
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
chardalyn from the frozen corpses of several dwarves. Oblivious to the demonic magic suffusing the crystal, tribe members used the shards to fashion heads for their spears and axes. Contact with the crystal
Athletics +7, Intimidation +7, Survival +5
Senses passive Perception 12
Languages Common, Dwarvish
Challenge 5 (1,800 XP)
Brute. A melee weapon deals one extra die of its damage when Jarund hits with






