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                        Returning 11 results for 'carried were religion'.
                    
                
                        
                            
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                                        carved were religions
                                    
                                
                        
                    
                
                        
                                                     Backgrounds
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     faiths, are relegated to the Outer Cityâs Twin Songs neighborhood â but new ones arrive constantly, carried by travelers and proselytizers from far-flung lands. A character with this
                                                
                                            
                                                
                                                    , or even an occult group that served a fiendish master that you now deny. 
 
Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A holy symbol (a gift
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                    .
Skill Proficiencies: Intimidation, Religion
Languages: Two of your choice
Equipment: An Orzhov insignia, a foot-long chain made of ten gold coins, vestments, a set of fine clothes, and
                                                
                                            
                                                
                                                     needs warrant. For example, you can have a message carried across a neighborhood, procure a short carriage ride without paying, or have others clean up a bloody mess you left in an alley. The DM
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    
 12 (+1)
 INT
 19 (+4)
 WIS
 16 (+3)
 CHA
 15 (+2)
 
 Saving Throws Int +7, Wis +6, Cha +5
 Skills Arcana +10, History +7, Nature +7, Religion +10
 Condition Immunities charmed, frightened
                                                
                                            
                                                
                                                     damage, have the prone condition, and be moved to the unoccupied space closest to the sphereâs center. Large and smaller objects in the sphere that arenât being worn or carried automatically take the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    
 Skills Deception +8, Persuasion +8, Religion +7, Stealth +6
 Damage Immunities poison
 Condition Immunities poisoned
 Senses darkvision 60 ft., passive Perception 14
 Languages Abyssal, Common
                                                
                                            
                                                
                                                    , Draconic
 Challenge 7 (2,900 XP)
 Special Equipment. Ras Nsi wears bracers of defense, wields a flame tongue longsword, and carries a sending stone matched to one carried by the guide Salida (see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    )
Saving Throws Int +7, Wis +6, Cha +5
 Skills Arcana +10, History +7, Nature +7, Religion +10
 Condition Immunities charmed, frightened
 Senses truesight 30 ft., passive Perception 13
 Languages any
                                                
                                            
                                                
                                                     saving throw or take 31 (6d8 + 4) force damage and be knocked prone and moved to the unoccupied space closest to the sphereâs center. Large and smaller objects that arenât being worn or carried in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    . Religion In many domains, locals maintain chilly relationships with aloof deities, knowing âthe godsâ only through hollow rituals and clergy with scant supernatural powers. Conversely, some people
                                                
                                            
                                                
                                                     from one domain to another might wander into the Mists hoping to be carried elsewhere, or they can employ Mist talismans to guide them. Due to the danger and unreliability of traveling the Mists, those
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     Throws Con +8, Int +5, Wis +9, Cha +8
 Skills History +5, Religion +5
 Damage Vulnerabilities fire
 Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
                                                
                                            
                                                
                                                    , knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.
 A Mummy Lordâs Lair A mummy lord watches over an ancient temple or tomb that is protected by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     a mated pair of white dragons who turned it into a nursery. Now the frost giants have reclaimed the place and trapped one of the dragons inside. 4A. Statue of Thrym The wind has carried a great deal
                                                
                                            
                                                
                                                     blood. A character who studies the altar and succeeds on a DC 13 Intelligence (Religion) check can deduce the significance of the bones and the blood. Before a dangerous hunt or voyage, frost giants come
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     shamanistic magic. His âreligionâ is a mishmash of confused tradition, borrowed mysticism, hallucinogenic intoxicants, and manufactured lore that serves more as a road to personal power for Pharblex
                                                
                                            
                                                
                                                     far, the pledge hasnât carried much weight. Neither dragon leaves its lair frequently enough to provide much help. Like all black dragons, these two are paranoid about all other dragons. Tiamatâs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     âreligionâ is a mishmash of confused tradition, borrowed mysticism, hallucinogenic intoxicants, and manufactured lore that serves more as a road to personal power for Pharblex than as a spiritual system for
                                                
                                            
                                                
                                                     hasnât carried much weight. Neither dragon leaves its lair frequently enough to provide much help. Like all black dragons, these two are paranoid about all other dragons. Tiamatâs potential return and the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     carried into battle like a standard and used to rally troops.
 Life in a Slave State When a host conquers a settlement or a community, the surviving victims quickly learn to adapt to life under goblinoid
                                                
                                            
                                                
                                                     and power than they previously possessed by serving as agents of the goblinoids, helping to identify any who are disloyal to the host. In matters of religion, there is little or no flexibility. The
                                                
                                            
                                        






