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Returning 35 results for 'calm ready guild to her realms'.
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Monsters
Planescape: Adventures in the Multiverse
Axiomatic Mind. The decaton can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The decaton has advantage on initiative rolls.
Disintegration. If
modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.
Classes
Tasha’s Cauldron of Everything
The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight
Arrah
Eberron
Helm
Forgotten Realms
Ilmater
Forgotten Realms
Mishakal
Dragonlance
Selûne
Forgotten Realms
Yondalla
Halfling
Monsters
Planescape: Adventures in the Multiverse
Axiomatic Mind. The septon can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The septon has advantage on initiative checks.
Disintegration. If
, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Lightning, Psychic
Classes
Tasha’s Cauldron of Everything
The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight
Arrah
Eberron
Helm
Forgotten Realms
Ilmater
Forgotten Realms
Mishakal
Dragonlance
Selûne
Forgotten Realms
Yondalla
Halfling
Monsters
Planescape: Adventures in the Multiverse
Axiomatic Mind. The nonaton can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The nonaton has advantage on initiative rolls.
Disintegration. If
leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.
Monsters
Planescape: Adventures in the Multiverse
Axiomatic Mind. The octon can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The octon has advantage on initiative checks.
Disintegration. If the
leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Psychic
Monsters
Guildmasters’ Guide to Ravnica
, detect evil and good, ensnaring strike, sanctuary, shield of faith
2nd level (3 slots): arcane lock, augury, calm emotions, hold person, silence, zone of truth
3rd level (3 slots): bestow curse
90 feet of her. Each target must succeed on a DC 23 Intelligence saving throw or Isperia chooses an action for that target: Attack, magic;Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready
Backgrounds
Guildmasters’ Guide to Ravnica
member of the Selesnya Conclave, you can count on your guild mates to provide shelter and aid. You and your companions can find a place to hide or rest in any Selesnya enclave in the city, unless you have
proven to be a danger to them. The members of the enclave will shield you from the law or anyone else searching for you, though they will not risk their lives in this effort.
In addition, as a guild
Monsters
Planescape: Adventures in the Multiverse
Axiomatic Mind. The hexton can’t be compelled to act in a manner contrary to its nature or its instructions.
Combat Ready. The hexton has advantage on initiative rolls.
Disintegration. If the
, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Lightning, Psychic
Backgrounds
Guildmasters’ Guide to Ravnica
member of the Azorius guild, which both enacts and enforces the laws that make Ravnican society function smoothly and safely.
Skill Proficiencies: Insight, Intimidation
Languages: Two of your
even be stripped of your position.
Azorius Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Azorius Guild Spells table are added to the spell list of
Monsters
Van Richten’s Guide to Ravenloft
.
Star Spawn Emissary
Few understand the full hungry hostility of the multiverse. Star spawn emissaries are the fingers of alien realms, digits that tip the scales of reality toward terror. Heralded by
ominous astrological events, these ravenous invaders make worlds ready for unimaginable masters or distant, greater manifestations of themselves. Employing their malleable forms, emissaries work to
Backgrounds
Baldur’s Gate: Descent into Avernus
No career criminal in Baldur’s Gate operates without being aware of the Guild. Some studiously keep a low profile, carrying just the occasional smuggled load in with legitimate merchandise, or
only breaking knees when it can plausibly be claimed as an act of personal revenge. Others join up with crews for protection, or with the Guild itself. A few former Guild members have been cast out of
Monsters
Van Richten’s Guide to Ravenloft
emissaries are the fingers of alien realms, digits that tip the scales of reality toward terror. Heralded by ominous astrological events, these ravenous invaders make worlds ready for unimaginable masters or
Species
Guildmasters’ Guide to Ravnica
The humanoid elephants called loxodons are often oases of calm in the busy streets of Ravnica. They hum or chant in sonorous tones and move slowly or sit in perfect stillness. If provoked to action
ingrained that they are often at a loss when they try to impart that knowledge to others. Among the Selesnya, it primarily falls to loxodons to build the guild’s magnificent, cathedral-like arboretum
Backgrounds
Guildmasters’ Guide to Ravnica
with the law, the guild can’t shield you from the repercussions.
Izzet Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Izzet Guild Spells table
are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Izzet Guild Spells
Spell Level
Classes
Tasha’s Cauldron of Everything
spies.
Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many
death and to recover knowledge that might otherwise be lost to the grave.
How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves’ guild dedicated to a deity of death?
Classes
Tasha’s Cauldron of Everything
spies.
Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many
death and to recover knowledge that might otherwise be lost to the grave.
How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves’ guild dedicated to a deity of death?
Backgrounds
Sword Coast Adventurer's Guide
were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home—not to abandon it, but to quest for new lore to add to its storehouse
personnel and bureaucracy, and you know how to navigate those connections with some ease.
Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
homes, they appear alert, with eyes moving and bodies ready to take flight.
Homelands
Most aarakocra live on the Elemental Plane of Air. Aarakocra can be drawn into the Material Plane, sometimes to
. The eldest acts as leader with the support of a shaman.
AARAKOCRA IN THE FORGOTTEN REALMS
Never well established in Faerûn, aarakocra have only four major colonies: in the Star Mounts
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: banishment, calm emotions, create food and water, greater restoration, plane shift, protection from evil and good, revivify, wind walkThe ki-rin can take 3 legendary actions, choosing from the options
advancement of just societies. For instance, in the Forgotten Realms, ki-rins rally mostly to Torm, although they also serve his allies Tyr and Ilmater. Ki-rins that serve good deities go wherever they
Backgrounds
Baldur’s Gate: Descent into Avernus
find a way to salvation.
2
You helped break a Guild protection racket afflicting a community of immigrants in the Outer City. Now, you can’t travel through that part of the city without your
remain very important to them.
d8
Personality Trait
1
I judge people by their actions, not their words.
2
If someone is in trouble, I’m always ready to lend help.
3
Classes
Tasha’s Cauldron of Everything
destruction unleashed by certain artificers’ creations.
In the Forgotten Realms, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often
artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background.
The
Criminal / Spy
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
containing 15 gp
Criminal Specialty
There are many kinds of criminals, and within a thieves’ guild or similar criminal organization, individual members have particular specialties
always have a plan for what to do when things go wrong.
2
I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3
The first thing I do in a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Repairs to the walls and the roof require the approval and oversight of the Carpenters’, Roofers’, and Plaisterers’ Guild. The Cellarers’ and Plumbers’ Guild is best equipped to handle the refurbishing of
the basement and plumbing. Clean bedsheets are provided by the Launderers’ Guild. The streets around the establishment are kept up by the Dungsweepers’ Guild and the Loyal Order of Street Laborers
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Repairs to the walls and the roof require the approval and oversight of the Carpenters’, Roofers’, and Plaisterers’ Guild. The Cellarers’ and Plumbers’ Guild is best equipped to handle the refurbishing of
the basement and plumbing. Clean bedsheets are provided by the Launderers’ Guild. The streets around the establishment are kept up by the Dungsweepers’ Guild and the Loyal Order of Street Laborers
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
serpent gods began to demand more and more sacrifices, the yuan-ti stepped up their raids on bordering settlements to meet this need.
Calm long-view schemers, innate deceivers, and immune to poison
remained ensconced in their hidden strongholds, biding their time until they were ready to strike again. Today, with their numbers greatly depleted and their enemies much stronger than in ages past, the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Event 4: Escape Attempt K’Tulah reaches the end of her patience with being confined, and she tries to break the quarantine. This event can begin in any area. When you're ready to begin this event
, she attempts to force the door. When that doesn’t work, she demands that Varnyr open it, but Varnyr refuses. Unless K’Tulah is subdued, she attacks Varnyr to get the key. A character can try to calm
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
as a launchpad tailored for organizations of your design. For example, the guild group patron could represent the Harpers or the Zhentarim of the Forgotten Realms, the Clifftop Adventurers’ Guild in
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
as a launchpad tailored for organizations of your design. For example, the guild group patron could represent the Harpers or the Zhentarim of the Forgotten Realms, the Clifftop Adventurers’ Guild in
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Event 4: Escape Attempt K’Tulah reaches the end of her patience with being confined, and she tries to break the quarantine. This event can begin in any area. When you're ready to begin this event
, she attempts to force the door. When that doesn’t work, she demands that Varnyr open it, but Varnyr refuses. Unless K’Tulah is subdued, she attacks Varnyr to get the key. A character can try to calm
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Introduction If the characters played Dragon of Icespire Peak, they have already saved the area around Phandalin from many threats, large and small, and they are likely 7th level, ready for their
next challenge. The Sword Coast is a region of the Forgotten Realms teeming with danger and intrigue. Just a short ride west of Phandalin on the Triboar Trail, where it meets the High Road, more
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Introduction If the characters played Dragon of Icespire Peak, they have already saved the area around Phandalin from many threats, large and small, and they are likely 7th level, ready for their
next challenge. The Sword Coast is a region of the Forgotten Realms teeming with danger and intrigue. Just a short ride west of Phandalin on the Triboar Trail, where it meets the High Road, more
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Welcome to Dragon’s Rest Read the following text when you’re ready to start: Your journey was uneventful, but the island now visible off the bow promises rare wonders. Seaweed shimmers in countless
way toward a calm harbor on the island’s north side.
A large, open-air temple comes into view, perched on the edge of a cliff high above you. The ship drops anchor at the mouth of the harbor, and
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Welcome to Dragon’s Rest Read the following text when you’re ready to start: Your journey was uneventful, but the island now visible off the bow promises rare wonders. Seaweed shimmers in countless
way toward a calm harbor on the island’s north side.
A large, open-air temple comes into view, perched on the edge of a cliff high above you. The ship drops anchor at the mouth of the harbor, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Baldur’s Gate The city of Baldur’s Gate (BAWL-durz GATE), in the Forgotten Realms setting, is a teeming metropolis haunted by the lingering influence of three evil gods (Bane, Bhaal, and Myrkul) who
refuse to stay dead. It’s a place where a sword for hire can find a rich patron, join a secret guild, pursue killers for a bounty, or aid desperate citizens. The city offers opportunities for good