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Returning 35 results for 'button being divine contain rages'.
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Kobold
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other
they were demigods — mighty beings of divine descent. This isn’t a casual sort of worship or lip service; kobolds are awed in the presence of a dragon, as if an actual avatar of a deity
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
back and observes, recording all that unfolds. Gilean is keeper of the Tobril, a book said to contain all the knowledge of the gods, though portions are sealed to all but Gilean. Some people believe
fiery passion and smoldering long afterward. Sirrion’s followers embrace extremes of emotion as forms of divine expression.
Zivilyn Where Gilean embodies knowledge, Zivilyn exemplifies the calm wisdom
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
back and observes, recording all that unfolds. Gilean is keeper of the Tobril, a book said to contain all the knowledge of the gods, though portions are sealed to all but Gilean. Some people believe
fiery passion and smoldering long afterward. Sirrion’s followers embrace extremes of emotion as forms of divine expression.
Zivilyn Where Gilean embodies knowledge, Zivilyn exemplifies the calm wisdom
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Gond The Wonderbringer, the Inspiration Divine, the Holy Maker of All Things Gond is the god of artifice, craft, and construction. He is revered by blacksmiths, woodworkers, engineers, and inventors
North dressed in saffron vestments, adorned with sashes that contain within their folds gears, locks, hooks, and bits of steel, tin, and wood that might prove useful in a pinch. They also wear belts of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Gond The Wonderbringer, the Inspiration Divine, the Holy Maker of All Things Gond is the god of artifice, craft, and construction. He is revered by blacksmiths, woodworkers, engineers, and inventors
North dressed in saffron vestments, adorned with sashes that contain within their folds gears, locks, hooks, and bits of steel, tin, and wood that might prove useful in a pinch. They also wear belts of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Gond The Wonderbringer, the Inspiration Divine, the Holy Maker of All Things Gond is the god of artifice, craft, and construction. He is revered by blacksmiths, woodworkers, engineers, and inventors
North dressed in saffron vestments, adorned with sashes that contain within their folds gears, locks, hooks, and bits of steel, tin, and wood that might prove useful in a pinch. They also wear belts of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
back and observes, recording all that unfolds. Gilean is keeper of the Tobril, a book said to contain all the knowledge of the gods, though portions are sealed to all but Gilean. Some people believe
fiery passion and smoldering long afterward. Sirrion’s followers embrace extremes of emotion as forms of divine expression.
Zivilyn Where Gilean embodies knowledge, Zivilyn exemplifies the calm wisdom
Orc
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
battle or illness, but an orc can live to about 40, remaining healthy almost up until the end. Luthic’s divine blessing can further extend an orc’s life, though Gruumsh is never happy when
return from a raid.
The gaze of the One Eye brings madness to many an orc.
— Elminster
Roleplaying an Orc
When you’re roleplaying an orc, the following tables contain possible
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, from Gilgamesh to Cú Chulainn. Adventurers attempt mighty feats of legend, aided or hindered by the gods or their agents—and the characters might have divine ancestry themselves. The monsters and
villains they face might have a similar origin. The chimera in the dungeon isn’t just a random beast but the product of a divine curse. Mythic Fantasy Conflicts. Conflicts like these highlight the themes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, from Gilgamesh to Cú Chulainn. Adventurers attempt mighty feats of legend, aided or hindered by the gods or their agents—and the characters might have divine ancestry themselves. The monsters and
villains they face might have a similar origin. The chimera in the dungeon isn’t just a random beast but the product of a divine curse. Mythic Fantasy Conflicts. Conflicts like these highlight the themes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, from Gilgamesh to Cú Chulainn. Adventurers attempt mighty feats of legend, aided or hindered by the gods or their agents—and the characters might have divine ancestry themselves. The monsters and
villains they face might have a similar origin. The chimera in the dungeon isn’t just a random beast but the product of a divine curse. Mythic Fantasy Conflicts. Conflicts like these highlight the themes
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
only from the floors above) contains the vaults of the Dezina Museum of Antiquities, whose public areas fill several of Dalannan’s middle floors. These vaults contain hundreds, if not thousands, of
administrative offices, is the largest of these structures. Next to it rises the Great Hall of Aureon, a temple to the Sovereign of knowledge. It’s purported to be a source of divine inspiration—tales
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
only from the floors above) contains the vaults of the Dezina Museum of Antiquities, whose public areas fill several of Dalannan’s middle floors. These vaults contain hundreds, if not thousands, of
administrative offices, is the largest of these structures. Next to it rises the Great Hall of Aureon, a temple to the Sovereign of knowledge. It’s purported to be a source of divine inspiration—tales
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
heavily obscured. A detect evil and good spell cast in the area, or a paladin’s use of Divine Sense, indicates that this is a consecrated place. Any creature that steps into the mist must make a DC 15
ask her to come with them and are kind, she will do so and stay with them through the rest of the adventure. Treasure. Both of Siren’s sacks contain treasure, but it isn’t possible to acquire more than
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
heavily obscured. A detect evil and good spell cast in the area, or a paladin’s use of Divine Sense, indicates that this is a consecrated place. Any creature that steps into the mist must make a DC 15
ask her to come with them and are kind, she will do so and stay with them through the rest of the adventure. Treasure. Both of Siren’s sacks contain treasure, but it isn’t possible to acquire more than
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
heavily obscured. A detect evil and good spell cast in the area, or a paladin’s use of Divine Sense, indicates that this is a consecrated place. Any creature that steps into the mist must make a DC 15
ask her to come with them and are kind, she will do so and stay with them through the rest of the adventure. Treasure. Both of Siren’s sacks contain treasure, but it isn’t possible to acquire more than
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
only from the floors above) contains the vaults of the Dezina Museum of Antiquities, whose public areas fill several of Dalannan’s middle floors. These vaults contain hundreds, if not thousands, of
administrative offices, is the largest of these structures. Next to it rises the Great Hall of Aureon, a temple to the Sovereign of knowledge. It’s purported to be a source of divine inspiration—tales
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
properties when it shoots its rays or is destroyed. Treasure The jewelry box and the sarcophagus contain treasure. Jewelry Box. The cockroach-shaped jewelry box is made of gold, set with precious gems
. Napaka came to believe that the gods of Omu were not truly divine beings but rather trickster spirits that had fooled the Omuan people into worshiping them. The queen remembers Acererak killing the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
properties when it shoots its rays or is destroyed. Treasure The jewelry box and the sarcophagus contain treasure. Jewelry Box. The cockroach-shaped jewelry box is made of gold, set with precious gems
. Napaka came to believe that the gods of Omu were not truly divine beings but rather trickster spirits that had fooled the Omuan people into worshiping them. The queen remembers Acererak killing the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
properties when it shoots its rays or is destroyed. Treasure The jewelry box and the sarcophagus contain treasure. Jewelry Box. The cockroach-shaped jewelry box is made of gold, set with precious gems
. Napaka came to believe that the gods of Omu were not truly divine beings but rather trickster spirits that had fooled the Omuan people into worshiping them. The queen remembers Acererak killing the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
its top, with an open eye carved above it. Close examination reveals that the pupil of the eye is a stone button that can be pressed. A detect magic spell reveals an aura of divination magic around the
eye, thereby using the slab to cast the arcane eye spell. The spell lasts for 1 hour or until the character’s concentration on the spell ends. The slab, which used to function whenever the button was
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
its top, with an open eye carved above it. Close examination reveals that the pupil of the eye is a stone button that can be pressed. A detect magic spell reveals an aura of divination magic around the
eye, thereby using the slab to cast the arcane eye spell. The spell lasts for 1 hour or until the character’s concentration on the spell ends. The slab, which used to function whenever the button was
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
its top, with an open eye carved above it. Close examination reveals that the pupil of the eye is a stone button that can be pressed. A detect magic spell reveals an aura of divination magic around the
eye, thereby using the slab to cast the arcane eye spell. The spell lasts for 1 hour or until the character’s concentration on the spell ends. The slab, which used to function whenever the button was
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
archway is 40 feet wide and 40 feet tall. Six different runes are carved into it, each one inlaid with mithral, and a glowing mist fills the arch. Niches in the walls on either side of it contain empty
mist. The archway is a portal that connects the temple to the divine oracle (area 11), allowing instantaneous two-way travel once it is activated. To activate the portal, a giant of the hill, stone
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
archway is 40 feet wide and 40 feet tall. Six different runes are carved into it, each one inlaid with mithral, and a glowing mist fills the arch. Niches in the walls on either side of it contain empty
mist. The archway is a portal that connects the temple to the divine oracle (area 11), allowing instantaneous two-way travel once it is activated. To activate the portal, a giant of the hill, stone
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
archway is 40 feet wide and 40 feet tall. Six different runes are carved into it, each one inlaid with mithral, and a glowing mist fills the arch. Niches in the walls on either side of it contain empty
mist. The archway is a portal that connects the temple to the divine oracle (area 11), allowing instantaneous two-way travel once it is activated. To activate the portal, a giant of the hill, stone
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of a trumpet while pressing a button on the console can broadcast their voice throughout the prison. Using the loudspeaker requires an action. R19. Guard Barracks Characters who climb the spiral
cabinets contain ship cargo manifests and records of past deliveries, as well as prisoner transfer orders and files documenting the names, crimes, sentences, and commutations of every prisoner who has
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of a trumpet while pressing a button on the console can broadcast their voice throughout the prison. Using the loudspeaker requires an action. R19. Guard Barracks Characters who climb the spiral
cabinets contain ship cargo manifests and records of past deliveries, as well as prisoner transfer orders and files documenting the names, crimes, sentences, and commutations of every prisoner who has
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of a trumpet while pressing a button on the console can broadcast their voice throughout the prison. Using the loudspeaker requires an action. R19. Guard Barracks Characters who climb the spiral
cabinets contain ship cargo manifests and records of past deliveries, as well as prisoner transfer orders and files documenting the names, crimes, sentences, and commutations of every prisoner who has
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
seeing
7th level (1 slot): divine word, regenerate
Actions
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
+1 Maul. Melee Weapon Attack: +9 to
contain other treasures protected by magical wards, at your discretion. Development If the characters convince Krull to lead them to Arkhan, the tortle guides them safely to the Monument to Tiamat (see
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
seeing
7th level (1 slot): divine word, regenerate
Actions
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
+1 Maul. Melee Weapon Attack: +9 to
contain other treasures protected by magical wards, at your discretion. Development If the characters convince Krull to lead them to Arkhan, the tortle guides them safely to the Monument to Tiamat (see
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
holdover from a terrible ritual she performed to inhabit the body of her own granddaughter. All four mages carry spellbooks that contain all their prepared spells. Zagmira has seen the entrance to the
tabaxi sometimes leave their families and venture into the jungle to claim a hunter’s death. A divine being known as the Cat Lord leads the bravest to Omu, where they spend their final days hunting
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
seeing
7th level (1 slot): divine word, regenerate
Actions
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
+1 Maul. Melee Weapon Attack: +9 to
contain other treasures protected by magical wards, at your discretion. Development If the characters convince Krull to lead them to Arkhan, the tortle guides them safely to the Monument to Tiamat (see
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
charge here. Aurivyl ministers to the spiritual needs of all who enter the court. Wise and measured, she is the sole respected practitioner of divine magic in Eileanar and is in high demand for her
Court of Fountains for one of the following reasons: Divine Magic. Aurivyl’s skill with divine magic is famous. Adventurers in need of healing, resurrection, or guidance in the ways of the gods would do
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
holdover from a terrible ritual she performed to inhabit the body of her own granddaughter. All four mages carry spellbooks that contain all their prepared spells. Zagmira has seen the entrance to the
tabaxi sometimes leave their families and venture into the jungle to claim a hunter’s death. A divine being known as the Cat Lord leads the bravest to Omu, where they spend their final days hunting