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Returning 15 results for 'champions warding rites'.
Other Suggestions:
champions warning rules
champion warning rites
champion working rites
champions warping rites
champions wardens rules
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Rites The services of the Blood of Vol focus on drawing the faithful together as a community and encouraging people to find power within themselves. The most important ritual of the faith is the
Sacrament of Blood. After a sermon, each member of the congregation sheds a small amount of blood into a basin. This is a symbol of unity, and a message that members of the community would shed their blood to defend one another. In some temples, this blood is donated to vampire champions of the faith.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Dwarves and Dragonmarks House Kundarak carries the Mark of Warding. In addition to providing all manner of security, House Kundarak dominates the banking industry. Mror Past 1d6 Reason for Leaving
Karrnathi noble.
6 You want to assemble a band of champions who can help you explore the ancient ruins beneath your ancestral home.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Heliod as Campaign Villain Whether Heliod is a villain from the beginning of the campaign or takes a villainous turn against his former champions, a campaign centered on Heliod’s arrogance and
kingship over everything: Nyx, the mortal world, and the Underworld. He might begin, through his agents, by enacting laws that make participation in Heliod’s rites mandatory for the citizens of a polis
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Emerald Claw. The Odakyr Rites. The nation of Karrnath has a proud martial heritage, and its soldiers are unmatched in discipline. But in the early years of the Last War, Karrnath was crippled by famine and
as cannon fodder. Over decades, a high priest named Malevanor worked with the necromancers of the Blood of Vol to develop the Odakyr Rites, which grant Karrnathi undead the ability to make tactical
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Athreos’s Villains Athreos’s champions readily forsake their connections to other mortals. Working among endless throngs of the dead and grieving can sap one’s empathy and harden any soul. As a
.
4 A group of cult fanatics charges exorbitant prices for funeral rites, threatening to lead the dead astray unless they’re shown proper respect.
5 A priest of Athreos speaks out against healers
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Mogis and regularly hold bloody rites in his honor. Warchanters, the minotaur clergy of Mogis, whip their marauders into a near-mindless frenzy before battle; the ensuing slaughter gives glory to
their creator and they were made in his image.
Revel in Ruin. The summer festival of the Megasphagion is a domesticated version of Mogis’s typical rites. It involves the sacrifice of many cattle to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mummy Common mummies are the remains of priests, nobles, or champions of faith that underwent magical burial rites. Some are preserved through processes using linen wrappings or clay, but others are
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Athreos’s Champions Alignment: Usually lawful, often evil Suggested Classes: Cleric, monk, rogue, wizard Suggested Cleric Domains: Death, Grave (described in Xanathar’s Guide to Everything) Suggested
stands for. (Any)
2 Tradition. Honor the dead through rites of respect and by continuing their ways. (Lawful)
3 Dread. Mortals put their fear out of mind, but through me, they will remember the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their
own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
buckles (1 gp each), and an anemone stuck in a glass bottle. 49. Champions’ Armory Two stone racks run the length of this room, forming aisles. The racks hold spears, tridents, and warhammers.
This
fish-like humanoid on the rack. As you watch, a wheel is turned, the victim emits another shriek, and the torturers hiss with pleasure.
Three sahuagin champions are torturing a locathah here (see
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
plus your Cleric level on a failed save or half as much damage on a successful one.
Level 3: Warding Flare When a creature that you can see within 30 feet of yourself makes an attack roll, you can
). You regain all expended uses when you finish a Long Rest. Level 6: Improved Warding Flare You regain all expended uses of your Warding Flare when you finish a Short or Long Rest. In addition, whenever
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
glyph of warding holding a passwall spell is inscribed on the floor in front of the door. Characters can spot the glyph with a successful DC 15 Intelligence (Investigation) check. If someone opens the
knowledge she gleans from unholy rites. If Teocín is captured, she says nothing to the characters, but they can learn of her goals, Orencio, and Pazuzu by looking through her notes—dozens of filthy
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
and have no value. 6. Champions’ Quarters This austere room holds a small table with two chairs beside it. A stone coffer, its lid open and propped against the wall, stands in the northeast corner
, and an identical one is in the northwest corner.
This room has been allocated to two champions currently quartered in area 60. The coffers are empty. 7. Unfinished Champions’ Quarters The ceiling of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
DC 14 Dexterity check using thieves’ tools. The key to the coffer is held by one of the sahuagin champions in area 42. The coffer contains: Six leather harnesses with silver buckles (5 gp each) A
leather bag containing 25 gp 23. Champions’ Quarters The walls and floor of this room are tiled in deep blue, and the ceiling is light blue. In the center of the room is a table with a small bench
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
thoughts, hold person, invisibility, knock, Nystul’s magic aura, warp sense* 75 gp Dispel magic, fly, glyph of warding, magic circle, sending, tongues 150 gp Dimension door, fabricate, gate seal,* locate
released when the Athar carry out rites to destroy magic items created by priests of those they consider false gods. The divine energy concentrates within the tree and its fruit, which are the source of






