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                        Returning 22 results for 'caste wander raised'.
                    
                
                        
                            
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                                                    Changeling
                                                    
    
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                                                     Species
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     was the wind and rain. In the depths of her despair, a lonely traveler took her hand. âI will protect your children if they follow my path. Let them wander the world. They may be shunned and
                                                
                                            
                                                
                                                     changelings with suspicion.
A Hidden People
Wherever humans live, changelings reside also; the question is whether their presence is known.
Changelings are born to one of three paths. A few are raised
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    A Hidden People Wherever humans live, changelings reside also; the question is whether their presence is known. Changelings are born to one of three paths. A few are raised in stable communities
                                                
                                            
                                                
                                                     where changelings are true to their nature and deal openly with the people around them. Some are orphans, raised by other races, who find their way in the world without ever knowing another like
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    Hidden People Wherever humans can be found, there are changelings; the question is whether their presence is known. Changelings are born to one of three paths. A few are raised in stable communities
                                                
                                            
                                                
                                                     where changelings are true to their nature and deal openly with the people around them. Some are orphans, raised by other races, who find their way in the world without ever knowing another like
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     manages to win the trust of a Barovian, one has a friend for life and a stalwart ally.  Barovian children arenât happy children. They are raised in a culture of fear and told time and again not to
                                                
                                            
                                                
                                                     wander too far from their homes or enter the woods. They experience little hope or joy, and they are taught to fear the devil Strahd above all. Barovian adults eke out modest livings. With no new wealth
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     raised there. 
   4  Ogres and ettins cowed by a young red dragon wander the foothills near the dragonâs lair, helping to drive away intruders. 
   5  A colony of mind flayers has captured and
                                                
                                            
                                                
                                                     child has secretly hidden and raised a red dragon wyrmling from an egg. The wyrmling is bonded to the child, but dangerous to anyone else. 
   5  A bound fire elemental serves as the guardian of an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                    , the High Moor is a raised area extending for many miles of heath, lichen-covered outcroppings, and hidden gullies. Herd animals wander the land, from sheep to rock ponies to the occasional rothé. These
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     Although minotaurs arenât evil by nature and are free to worship any god, many are raised among those devoted to Mogisâs vile whims. Myths tell that Mogis created the first minotaurs from his own
                                                
                                            
                                                
                                                     bloodthirsty minotaurs, they know there are those who forsake Mogisâs depravities. The people of Meletis, Setessa, and lands beyond are also generally open-minded and curious about minotaurs who wander
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     B14 to this chamber. A small handle bolted to the ceiling of this room allows the ramp to be easily raised and lowered by a creature that can reach it. B28: High Priestâs Burial Room Scorch marks from a
                                                
                                            
                                                
                                                    . When the characters enter, read or paraphrase: The walls of this burial room display images of a priest performing ceremonies. On a raised dais in the middle of the room lies an open bronze coffin
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     that grows in the middle of the keep. An ancient treant named Wander Root dwells in the keep and acts as an informal ambassador between the humans of Keoland and the wood elves and good-aligned fey of
                                                
                                            
                                                
                                                     the cave as a meeting point for smugglers. He has recruited several goblins to keep watch over the place, along with a trained giant constrictor snake he raised from a hatchling. The goblins barricaded
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     mugging the next group of distracted strangers to wander down the wrong street seems like just the ticket. The four bandit members of the crew are run-of-the-mill criminals looking to get ahead in the
                                                
                                            
                                                
                                                     that she was raised as undead by a unique ritual that allowed her to keep her intellect and ability to speak. This has no bearing on the encounter, but sets up the existence of such rituals as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     repeatedly rewritten the laws of reality. The Time of Troubles In 1358 DR, the gods were cast out of their otherworldly domain and made to wander the land incarnated as mortals. In seeking to recover
                                                
                                            
                                                
                                                     this tumult, conflict broke out in many regions of the continent. The orcs of Many-Arrows warred against the dwarfholds of the North and their allies. Sembia invaded the Dalelands, and Cormyr raised an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    . The Test Market is not advanced when NPCs open the doors, since the Keymaster has control of the innâs magic. As such, the NPCs stuck in the main stage (see below) wander around the inn as they
                                                
                                            
                                                
                                                     to the fireplace is an unoccupied raised stage where a bard might strike up a tune. The bar is to your left, where a half-elf in a heavy leather duster receives a drink from a tall female elf wearing a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     door of thick timbers reinforced by iron bands.
 The gate is barred from the inside. It canât be forced open by any means short of a siege engine. The bar can be raised from inside the gatehouse passage
                                                
                                            
                                                
                                                     across the entrance.
 The heavy chain raised and lowered by the winch in area K9 provides Rivergardâs defenders with the ability to block boats from entering or leaving. A swimming character can easily
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     stead. Bleakers tend to those overcome by the strange realities of the Outer Planes, which exert their influence on travelers who wander past their boundaries. The Bleak Cabal rehabilitates creatures
                                                
                                            
                                                
                                                     unabating pursuit of justice. Alix Branwyn  Factol Alisohn Nilesia (lawful evil, tiefling mage), a young and cunning leader raised in Sigilâs penitentiary, was born to head the Mercykillers. Sheâs a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     statues of Chauntea at every corner, her hands raised to the sky as though casting a spell to summon rain. Well-tended hedges surround the foundation, and a sun-shaped window of stained glass is set
                                                
                                            
                                                
                                                    . He has a fondness for Goldengulp and gets free room and board for keeping the residents of Goldenfields entertained. After a few drinks, Oren likes to wander the compound in search of inspiration
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    .
 Creatures. Twelve unarmed humanoid skeletons wander the area, harvesting plant material in large baskets. As they tear off growths, a crackling sound accompanies an increase in the glow of a
                                                
                                            
                                                
                                                     courtyard fit for a palace features walls of dark marble veined with gray. The ceiling of brass is supported on black marble pillars. Between the pillars, raised stone garden beds are filled with flowers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     here wander the ruins. The power of the air node imbued them with elemental energy, so their attacks deal lightning damage instead of necrotic. They attack any creature that enters the cavern. N6
                                                
                                            
                                                
                                                    . Between them, a churning thundercloud thrashes with lightning. Thunder cracks, and cascades of tiny rocks tumble from above. Beneath the thunderhead stands a raised area splattered with the blood of many
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    Maelstrom Level 2 14. Great Hall Music fills this hall when the characters first arrive. The room is split into two levels; a 15-foot-high raised ledge hugs the walls to the north and east, and
                                                
                                            
                                                
                                                     to make sure they donât wander. Meanwhile, after a private discussion, Mirran and Nym decide that the adventurers must be eliminated. Nym goes to inform Serissa that assassins have breached
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    . They ineffectually try to start a fight with the party, then apologize and wander off. 
   11  A precocious member of the Gateguides asks the party if they want to earn a few quick coins. If so, he
                                                
                                            
                                                
                                                     Flaming Fist soldiers staff the checkpoint, which operates only during the day. After dark, the drawbridges on either side of the keep are raised, halting all traffic and forcing latecomers to take
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
                                                    
                                                
                                            
                                                     titled âThe Patriars.â 10 A group of obviously drunk Flaming Fist officers stumble away from a Wyrmâs Crossing bar. They ineffectually try to start a fight with the party, then apologize and wander off
                                                
                                            
                                                
                                                     Flaming Fist soldiers staff the checkpoint, which operates only during the day. After dark, the drawbridges on either side of the keep are raised, halting all traffic and forcing latecomers to take shelter
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    , with a base measuring 50 feet in diameter and a crown soaring to a height of over 350 feet. Around this ancient tree are two rings of raised earth. The innermost ring has four normal-sized oak trees
                                                
                                            
                                                
                                                    . A wooden hangmanâs scaffold stands in the center of the marketplace, and on certain nights, when clouds obscure the waning moon, luminous ghosts wander around it, going about the business of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons love to wander city
                                                
                                            
                                                
                                                     dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon dreams of. Lair
                                                
                                            
                                        






