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Returning 30 results for 'cement world returner'.
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Classes
Xanathar's Guide to Everything
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a
barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.
Barbarians who draw on their ancestral guardians can better fight to protect
Classes
Xanathar's Guide to Everything
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a
barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.
Barbarians who draw on their ancestral guardians can better fight to protect
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
One whispers promises of reality-defying knowledge and world-bending power. When a wizard or a warlock hears that whisper and listens too intently, they might set foot on the twisting path toward
, the Night Serpent
4
Ghaunadaur
5
Zargon, the Returner
6
That Which Lurks
Necrotic, Poison
Magic Items
Tasha’s Cauldron of Everything
The creations of the immortal hag Baba Yaga defy the laws of mortal magic. Among the notorious implements that cement her legend on countless worlds are the artifacts that propel her through the
1,000 miles of you, the mortar lifts into the air and vanishes. You and any creatures in the mortar travel through a dreamlike sky, with hazy reflections of the world passing by below. Creatures might see
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. The names given to these terrible entities include such strange descriptions as Atropus, the World Born Dead; Dendar, the Night Serpent; Hadar, the Dark Hunger; Haemnathuun, the Blood Lord; Ityak
-Ortheel, the Elf-Eater; Kezef, the Chaos Hound; Kyuss, the Worm That Walks; the Queen of Chaos; Tharizdun, the Chained God; Tyranthraxus, the Flamed One; and Zargon, the Returner. They are all forces of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. The names given to these terrible entities include such strange descriptions as Atropus, the World Born Dead; Dendar, the Night Serpent; Hadar, the Dark Hunger; Haemnathuun, the Blood Lord; Ityak
-Ortheel, the Elf-Eater; Kezef, the Chaos Hound; Kyuss, the Worm That Walks; the Queen of Chaos; Tharizdun, the Chained God; Tyranthraxus, the Flamed One; and Zargon, the Returner. They are all forces of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
—along with unexpected challenges, deadly threats, and the fallen kingdom’s desperate inhabitants. Forsaken by the outside world, the Cynidiceans don elaborate masks and vie against each other in
factions devoted to ancient gods. Meanwhile, an ageless evil of unknown origin lurks in the bowels of the dilapidated ziggurat. Called Zargon the Returner, the tentacled, one-eyed creature preys on the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
—along with unexpected challenges, deadly threats, and the fallen kingdom’s desperate inhabitants. Forsaken by the outside world, the Cynidiceans don elaborate masks and vie against each other in
factions devoted to ancient gods. Meanwhile, an ageless evil of unknown origin lurks in the bowels of the dilapidated ziggurat. Called Zargon the Returner, the tentacled, one-eyed creature preys on the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Marches centuries ago, and the first half-orcs helped to cement the bond between these outsiders and the native orcs. Many Marchers feel that the half-orc carries the best traits of both races, with the
Marches have defended Eberron from aberrations and the daelkyr for thousands of years. As a druid, ranger, or barbarian, you could be a Gatekeeper initiate pursuing a quest in the wider world. The Cults of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Marches centuries ago, and the first half-orcs helped to cement the bond between these outsiders and the native orcs. Many Marchers feel that the half-orc carries the best traits of both races, with the
Marches have defended Eberron from aberrations and the daelkyr for thousands of years. As a druid, ranger, or barbarian, you could be a Gatekeeper initiate pursuing a quest in the wider world. The Cults of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Teleportation Circles The presence of permanent teleportation circles in major cities helps cement their important place in the economy of a fantasy world. Spells such as plane shift, teleport, and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
as heroes, cement recent alliances, wrap up open plot hooks, or deal with debts or obligations incurred while saving the world. Friends and Enemies The characters’ heroics might have changed the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Teleportation Circles The presence of permanent teleportation circles in major cities helps cement their important place in the economy of a fantasy world. Spells such as plane shift, teleport, and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
signed contracts, and promoting the general welfare of the world helps you cement your franchise’s reputation as a group worth dealing with. It might just take a little bit of convincing for your
Sowing Your Oaths The oath that you take (or break) as a paladin defines your character as a center of moral authority in the world. And that works just fine in an Acquisitions Incorporated campaign
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
continue to live in the Shadow Marches, and centuries of battles between them have diminished both sides. Humans settled in the Shadow Marches long ago, and the first half-orcs helped to cement the bond
, consider what circumstances brought you into the wider world. The Leaving the Shadow Marches table offers some inspiration. Leaving the Shadow Marches d8 Reason for Leaving 1 You’re associated with
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
continue to live in the Shadow Marches, and centuries of battles between them have diminished both sides. Humans settled in the Shadow Marches long ago, and the first half-orcs helped to cement the bond
, consider what circumstances brought you into the wider world. The Leaving the Shadow Marches table offers some inspiration. Leaving the Shadow Marches d8 Reason for Leaving 1 You’re associated with
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
as heroes, cement recent alliances, wrap up open plot hooks, or deal with debts or obligations incurred while saving the world. Friends and Enemies The characters’ heroics might have changed the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
signed contracts, and promoting the general welfare of the world helps you cement your franchise’s reputation as a group worth dealing with. It might just take a little bit of convincing for your
Sowing Your Oaths The oath that you take (or break) as a paladin defines your character as a center of moral authority in the world. And that works just fine in an Acquisitions Incorporated campaign
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Path of the Ancestral Guardian Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide
and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid. Barbarians who draw on their ancestral
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Path of the Ancestral Guardian Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide
and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid. Barbarians who draw on their ancestral
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Similar to the Earthmother, it uses magical pools as windows into the world to spread its influence. Zargon, the Returner, also called the Invincible Tyrant, is said to be an undying and unkillable
wilderness of the Realms one can still find connections to the Feywild. These are fey crossings, places of mysterious natural beauty in the world that have a near-perfect mirror in the Feywild. You can pass
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
until the target is immersed in water. Cult of Atropus the World Born Dead Gaze of Corruption (Recharge 6). The cultist targets one creature it can see within 30 feet of it. The target must succeed
plane or world, or held in check somehow by wandering stars, imprisoned in the vastness of the night sky.
The names given to these terrible entities include such strange descriptions as Ityak-Ortheel
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Similar to the Earthmother, it uses magical pools as windows into the world to spread its influence. Zargon, the Returner, also called the Invincible Tyrant, is said to be an undying and unkillable
wilderness of the Realms one can still find connections to the Feywild. These are fey crossings, places of mysterious natural beauty in the world that have a near-perfect mirror in the Feywild. You can pass
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
until the target is immersed in water. Cult of Atropus the World Born Dead Gaze of Corruption (Recharge 6). The cultist targets one creature it can see within 30 feet of it. The target must succeed
plane or world, or held in check somehow by wandering stars, imprisoned in the vastness of the night sky.
The names given to these terrible entities include such strange descriptions as Ityak-Ortheel
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Baba Yaga’s Mortar and Pestle Wondrous item, artifact (requires attunement) The creations of the immortal hag Baba Yaga defy the laws of mortal magic. Among the notorious implements that cement her
reflections of the world passing by below. Creatures might see images of you streaking through the sky between your point of origin and the destination. You arrive at the location 1 hour later or, if it is
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Baba Yaga’s Mortar and Pestle Wondrous item, artifact (requires attunement) The creations of the immortal hag Baba Yaga defy the laws of mortal magic. Among the notorious implements that cement her
reflections of the world passing by below. Creatures might see images of you streaking through the sky between your point of origin and the destination. You arrive at the location 1 hour later or, if it is
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Eldritch Lich From beyond the stars, a Great Old One whispers promises of reality-defying knowledge and world-bending power. When a wizard or a warlock hears that whisper and listens too intently
Old Ones table to determine which entity gave an eldritch lich its parasite. Great Old Ones d6 Form 1 Cthulhu 2 Tharizdun, the Chained God 3 Dendar, the Night Serpent 4 Ghaunadaur 5 Zargon, the Returner 6 That Which Lurks
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Eldritch Lich From beyond the stars, a Great Old One whispers promises of reality-defying knowledge and world-bending power. When a wizard or a warlock hears that whisper and listens too intently
Old Ones table to determine which entity gave an eldritch lich its parasite. Great Old Ones d6 Form 1 Cthulhu 2 Tharizdun, the Chained God 3 Dendar, the Night Serpent 4 Ghaunadaur 5 Zargon, the Returner 6 That Which Lurks
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
mastery of our traditional crafts. (Good) 3 Strength. No other race can match the strength of giants, and none should dare to try. (Evil) 4 Lordship. Giants are the rightful rulers of the world. All
make my way among the lesser creatures of the world. 6 Humans have proven their worth in the world and earned a measure of respect from giantkind. Giant Flaws d6 Flaw 1 The ordning is too restrictive
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
mastery of our traditional crafts. (Good) 3 Strength. No other race can match the strength of giants, and none should dare to try. (Evil) 4 Lordship. Giants are the rightful rulers of the world. All
make my way among the lesser creatures of the world. 6 Humans have proven their worth in the world and earned a measure of respect from giantkind. Giant Flaws d6 Flaw 1 The ordning is too restrictive