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Returning 35 results for 'built better diffusing crown regions'.
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Classes
Sword Coast Adventurer's Guide
The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath
that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in
Classes
Sword Coast Adventurer's Guide
The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath
that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in
Monsters
Guildmasters’ Guide to Ravnica
krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark
(1d12);{"diceNotation":"1d12","rollType":"damage","rollAction":"Acidic Skin","damageType":"acid"} acid damage (category 3).
2
Armored Hide. The krasis has better natural armor afforded by a shell or
Monsters
Guildmasters’ Guide to Ravnica
shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab
","rollType":"damage","rollAction":"Acidic Skin","damageType":"acid"} acid damage (category 3).
2
Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing
Monsters
Guildmasters’ Guide to Ravnica
krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a
(1d12);{"diceNotation":"1d12","rollType":"damage","rollAction":"Acidic Skin","damageType":"acid"} acid damage (category 3).
2
Armored Hide. The krasis has better natural armor afforded by a shell
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
Flint squinted into the setting sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The man’s walk was
parents.
Diplomats or Wanderers
Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and
Monsters
Fizban's Treasury of Dragons
, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
mountain in a local range, transforming it into a series of gleaming spires. Though visitors are rare, the dragon has built a roadway that ascends the mountain to encourage travel to and from the lair
Monsters
Fizban's Treasury of Dragons
in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or
has spent considerable time shaping the pinnacle of the tallest mountain in a local range, transforming it into a series of gleaming spires. Though visitors are rare, the dragon has built a roadway
Monsters
Fizban's Treasury of Dragons
illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to
their way to avoid interacting with other intelligent creatures. However, their interest in history and culture occasionally gets the better of them, prompting them to seek some engagement with the folk
Monsters
Fizban's Treasury of Dragons
, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to inspire your
avoid interacting with other intelligent creatures. However, their interest in history and culture occasionally gets the better of them, prompting them to seek some engagement with the folk of the world
Backgrounds
Guildmasters’ Guide to Ravnica
Spell Level
Spells
Cantrip
fire bolt, vicious mockery
1st
burning hands, dissonant whispers, hellish rebuke
2nd
crown of madness, enthrall,
law-abiding citizens of Ravnica.
Personality Traits
d8
Personality Trait
1
I revel in mayhem, the more destructive the better.
2
When violence breaks out, I lose myself in
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
people who became yuan-ti were one of the original human civilizations. Their society built great temples of stone and forged metal into armor, tools, and weapons. In their ceremonies they paid homage to
odds aren’t in their favor. A short retreat might be just the thing to reach a better tactical position, find allies, or to allow the yuan-ti the opportunity to study their opponents and
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
1
Understanding. True power comes from the ability to discern other creatures’ motivations better than they can discern yours. (Any)
2
Kindred. All dragons are kin to one another
with whom they have alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Halvachar is a Knight of the Crown. Lord Soth’s forces are marching from Dargaard Keep. Eberron. Dwarves built the fortress in the Mror Holds long ago but abandoned it when a local mine was depleted
wish. Consider the following suggestions: Dragonlance. The old fortress rises in the Hinterlund region of Solamnia. It was built before the Cataclysm and has been uninhabited until recently. Corlie
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Halvachar is a Knight of the Crown. Lord Soth’s forces are marching from Dargaard Keep. Eberron. Dwarves built the fortress in the Mror Holds long ago but abandoned it when a local mine was depleted
wish. Consider the following suggestions: Dragonlance. The old fortress rises in the Hinterlund region of Solamnia. It was built before the Cataclysm and has been uninhabited until recently. Corlie
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
1
Understanding. True power comes from the ability to discern other creatures’ motivations better than they can discern yours. (Any)
2
Kindred. All dragons are kin to one another, and
alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near underground lakes.
Deep
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Q’barra is split into three main regions. New Galifar is the original colony; it has a feudal structure and holds to the laws of the Treaty of Thronehold. To the north, Hope is a
collection of small mining towns. In Hope, the law goes only as far as the people willing to enforce it. Beyond these human regions lie the unexplored lands of the scales. Haka’torvhak Explorers tell
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Halvachar is a Knight of the Crown. Lord Soth’s forces are marching from Dargaard Keep. Eberron. Dwarves built the fortress in the Mror Holds long ago but abandoned it when a local mine was depleted
wish. Consider the following suggestions: Dragonlance. The old fortress rises in the Hinterlund region of Solamnia. It was built before the Cataclysm and has been uninhabited until recently. Corlie
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Q’barra is split into three main regions. New Galifar is the original colony; it has a feudal structure and holds to the laws of the Treaty of Thronehold. To the north, Hope is a
collection of small mining towns. In Hope, the law goes only as far as the people willing to enforce it. Beyond these human regions lie the unexplored lands of the scales. Haka’torvhak Explorers tell
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Q’barra is split into three main regions. New Galifar is the original colony; it has a feudal structure and holds to the laws of the Treaty of Thronehold. To the north, Hope is a
collection of small mining towns. In Hope, the law goes only as far as the people willing to enforce it. Beyond these human regions lie the unexplored lands of the scales. Haka’torvhak Explorers tell
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and artisans. A clan of orcs called the Jhorash’tar live among the Ironroot Mountains. The Jhorash’tar have been slowly crowded into the least hospitable regions of the mountains. A few dwarven clans
interactions with the daelkyr. A Mror lord might serve guests from a bottomless cauldron of wine, while another studies strangers using a crown of eyes, claiming that this living artifact reveals all evil intent.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and artisans. A clan of orcs called the Jhorash’tar live among the Ironroot Mountains. The Jhorash’tar have been slowly crowded into the least hospitable regions of the mountains. A few dwarven clans
interactions with the daelkyr. A Mror lord might serve guests from a bottomless cauldron of wine, while another studies strangers using a crown of eyes, claiming that this living artifact reveals all evil intent.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and artisans. A clan of orcs called the Jhorash’tar live among the Ironroot Mountains. The Jhorash’tar have been slowly crowded into the least hospitable regions of the mountains. A few dwarven clans
interactions with the daelkyr. A Mror lord might serve guests from a bottomless cauldron of wine, while another studies strangers using a crown of eyes, claiming that this living artifact reveals all evil intent.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
sent here by King Skotti himself. You are expected to keep your ties to the crown secret, the better to gain a clear insight into the region. If folk know that you represent the king, they’ll put their
belt, you can achieve fame in Saltmarsh. 5–6 Your family lost their holdings when Keoland’s enemies pushed back the realm’s borders. In compensation, you have been given a writ by the crown to found a new barony. The trouble is, the land you were ceded has been swallowed by the Drowned Forest.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
sent here by King Skotti himself. You are expected to keep your ties to the crown secret, the better to gain a clear insight into the region. If folk know that you represent the king, they’ll put their
belt, you can achieve fame in Saltmarsh. 5–6 Your family lost their holdings when Keoland’s enemies pushed back the realm’s borders. In compensation, you have been given a writ by the crown to found a new barony. The trouble is, the land you were ceded has been swallowed by the Drowned Forest.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
sent here by King Skotti himself. You are expected to keep your ties to the crown secret, the better to gain a clear insight into the region. If folk know that you represent the king, they’ll put their
belt, you can achieve fame in Saltmarsh. 5–6 Your family lost their holdings when Keoland’s enemies pushed back the realm’s borders. In compensation, you have been given a writ by the crown to found a new barony. The trouble is, the land you were ceded has been swallowed by the Drowned Forest.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Oath of the Crown The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear
tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Oath of the Crown The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear
tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Sensa Empire Gazetteer The Sensa Empire runs on gold. Its three principal city-states—Anisa, Niba, and Tarikh—were each built around gold mines, and as their wealth has grown, so has their population
, influence, and foreign trade. Most of the empire is arid and difficult to cultivate, so the regions between the city-states are sparsely inhabited and often lack the resources available in
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Sensa Empire Gazetteer The Sensa Empire runs on gold. Its three principal city-states—Anisa, Niba, and Tarikh—were each built around gold mines, and as their wealth has grown, so has their population
, influence, and foreign trade. Most of the empire is arid and difficult to cultivate, so the regions between the city-states are sparsely inhabited and often lack the resources available in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
spiritual regions lie beyond ordinary sensory experience. Even in perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the
Material Plane. But the landscape can change at a whim of the powerful forces that dwell on these planes, which can remake them completely, effectively erasing and rebuilding existence to better fulfill
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
spiritual regions lie beyond ordinary sensory experience. Even in perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the
Material Plane. But the landscape can change at a whim of the powerful forces that dwell on these planes, which can remake them completely, effectively erasing and rebuilding existence to better fulfill
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
spiritual regions lie beyond ordinary sensory experience. Even in perceptible regions, appearances can be deceptive. Initially, many of the Outer Planes appear hospitable and familiar to natives of the
Material Plane. But the landscape can change at a whim of the powerful forces that dwell on these planes, which can remake them completely, effectively erasing and rebuilding existence to better fulfill
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Oath of the Crown The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear
tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Sensa Empire Gazetteer The Sensa Empire runs on gold. Its three principal city-states—Anisa, Niba, and Tarikh—were each built around gold mines, and as their wealth has grown, so has their population
, influence, and foreign trade. Most of the empire is arid and difficult to cultivate, so the regions between the city-states are sparsely inhabited and often lack the resources available in






