Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'changeling will religion'.
Other Suggestions:
changeling will region
changelings will relation
changeling will religions
changelings will region
changing will religious
Changeling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
was the wind and rain. In the depths of her despair, a lonely traveler took her hand. “I will protect your children if they follow my path. Let them wander the world. They may be shunned and
feared, but they will never be destroyed.” Jes agreed, and the traveler gave her his cloak. When she draped it over her children, their old faces melted away and they could be whoever they wanted to
Monsters
Eberron: Rising from the Last War
gold pieces is 20 times the spell’s level. These components are consumed when the ritual is finished. The magewright knows the following spells:
At will: mage hand, prestidigitation
Rituals
: speak with dead.
Deception (+3), Religion (+4)
8
Oracle
Guidance. Ritual only: augury, divination (1 hour).
History (+4), Religion (+4)
Backgrounds
Baldur’s Gate: Descent into Avernus
and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only
, 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
Sword Coast Adventurer's Guide
in the shadows. Order agents tend to be proficient in Religion, and frequently seek aid from law enforcement friendly to the order’s ideals, and the clergy of the order’s patron gods.
The
to one day rise to the top of my faith’s religious hierarchy. (Lawful)
5
Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful
Backgrounds
Guildmasters’ 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
’t think of anything to look forward to.
Ideals
d6
Ideal
1
Guild. My guild is all that really matters. (Any)
2
Wealth. I will do whatever it takes to
Backgrounds
Planescape: Adventures in the Multiverse
coins from different worlds and planes
Sigil Faction Affinities
Faction
Skill
Athar
Religion
Bleak Cabal
Insight
Doomguard
Nature
Fated
Intimidation
laws, and power comes from understanding and exploiting them.
Hands of Havoc. Those who try to impose a single order on the multiverse are doomed to fail.
Harmonium. The multiverse will be perfect
Backgrounds
Baldur’s Gate: Descent into Avernus
time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
questions asked. Living here isn’t comfortable, but it’s unlikely anyone will find you—and you can stay as long as you want.
Other Hermits
This hermit background assumes a
Yuan-ti Malison (Type 3)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
innately cast the following spells, requiring no material components:
At will: animal friendship (snakes only)
3/day: suggestion
Magic Resistance. The yuan-ti has advantage on saving throws against
time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults
Acolyte
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to
.
Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of
backgrounds
Ability Scores: Strength, Dexterity, Wisdom
Feat: Magic Initiate (Cleric)
Skill Proficiencies: Deception and Religion
Tool Proficiencies: Disguise Kit
Equipment: Choose A or B: (A) Disguise Kit
you will not rest until you have shown their lies as corrupt and untrue. Your beliefs, and your willingness to speak that truth, have put you in danger from the authorities.
You travel the road or live
backgrounds
Once you were prey, stalked by a monster through the dark of night. Now, you are the hunter, and the things which you once feared will learn the true meaning of dread. You have become far deadlier
, and your would-be killer will have its own destruction in turn.
Feat: Hunter of Hunters
Skill Proficiencies: Stealth, and one other of your choice from the following list: Arcana
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Changeling Names A changeling might use a different name for each mask and persona and adopt new names as easily as they change faces. The true name of a changeling tends to be simple and
monosyllabic; however, there are often accents to a changeling’s name that are expressed through shapeshifting, something single-skins will likely miss. So, two changelings might have the name Jin, but one is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Changeling Names A changeling might use a different name for each mask and persona and adopt new names as easily as they change faces. The true name of a changeling tends to be simple and
monosyllabic; however, there are often accents to a changeling’s name that are expressed through shapeshifting, something single-skins will likely miss. So, two changelings might have the name Jin, but one is
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Changeling Names A changeling might use a different name for each mask and persona and adopt new names as easily as they develop new faces. The true name of a changeling tends to be simple and
monosyllabic; however, there are often accents to a changeling’s name that are expressed through shapeshifting, something single-skins will likely miss. So, two changelings might have the name Jin, but one
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Changeling Names A changeling might use a different name for each mask and persona and adopt new names as easily as they develop new faces. The true name of a changeling tends to be simple and
monosyllabic; however, there are often accents to a changeling’s name that are expressed through shapeshifting, something single-skins will likely miss. So, two changelings might have the name Jin, but one
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Masks and Personas In their natural form changelings are slender and pale, with colorless eyes and silver-white hair. A changeling can alter its physical appearance with a thought. While this can be
used to deceive others, it is a natural form of expression for the changeling. A changeling shifts shapes the way others might change clothes. A casual shape—one created on the spur of the moment
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Masks and Personas In their natural form changelings are slender and pale, with colorless eyes and silver-white hair. A changeling can alter its physical appearance with a thought. While this can be
used to deceive others, it is a natural form of expression for the changeling. A changeling shifts shapes the way others might change clothes. A casual shape—one created on the spur of the moment
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
shared by multiple changelings; there might be three healers in a community, but whoever is on duty will adopt the persona of Tek, the kindly old medic. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona’s previous users.
Masks and Personas In their true form, changelings are pale, with colorless eyes and silver-white hair. It is rare to see a changeling in that form, for a typical changeling changes their shape the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
shared by multiple changelings; there might be three healers in a community, but whoever is on duty will adopt the persona of Tek, the kindly old medic. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona’s previous users.
Masks and Personas In their true form, changelings are pale, with colorless eyes and silver-white hair. It is rare to see a changeling in that form, for a typical changeling changes their shape the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
only answer was the wind and rain. In the depths of her despair, a lonely traveler took her hand. ‘I will protect your children if they follow my path. Let them wander the world. They may be shunned and
feared, but they will never be destroyed.’ Jes agreed, and the traveler gave her his cloak. When she draped it over her children their old faces melted away and they could be whoever they wanted to be
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
only answer was the wind and rain. In the depths of her despair, a lonely traveler took her hand. ‘I will protect your children if they follow my path. Let them wander the world. They may be shunned and
feared, but they will never be destroyed.’ Jes agreed, and the traveler gave her his cloak. When she draped it over her children their old faces melted away and they could be whoever they wanted to be
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
answer was the wind and rain. In the depths of her despair, a lonely traveler took her hand. “I will protect your children if they follow my path. Let them wander the world. They may be shunned and
feared, but they will never be destroyed.” Jes agreed, and the traveler gave her his cloak. When she draped it over her children, their old faces melted away and they could be whoever they wanted to be
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
answer was the wind and rain. In the depths of her despair, a lonely traveler took her hand. “I will protect your children if they follow my path. Let them wander the world. They may be shunned and
feared, but they will never be destroyed.” Jes agreed, and the traveler gave her his cloak. When she draped it over her children, their old faces melted away and they could be whoever they wanted to be
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
is a fictional persona created by the Tyrants, played by a variety of changelings at different times. The Spider is a changeling information broker who owns a cosmetics store called Honest Faces in
the Dragoneyes district. This location is a common destination for people who want to purchase secrets from the Tyrants. Though the Spider often sells secrets for gold, sometimes it will trade its knowledge only for services or other secrets.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
is a fictional persona created by the Tyrants, played by a variety of changelings at different times. The Spider is a changeling information broker who owns a cosmetics store called Honest Faces in
the Dragoneyes district. This location is a common destination for people who want to purchase secrets from the Tyrants. Though the Spider often sells secrets for gold, sometimes it will trade its knowledge only for services or other secrets.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiencies Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles
, slings, spears Tools: Herbalism kit Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiencies Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles
, slings, spears Tools: Herbalism kit Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Religion and the Gods Creatures in the Outlands revere gods as folk do anywhere else. At the center of the Great Wheel, faiths are as diverse as their worshipers, who hail from neighboring planes and
distant Material Plane worlds. The Outlands contain the domains of several gods, such as the hidden tower of Annam the All-Father, creator of giants, and the gaseous realm of the beholder god Gzemnid. Devout worshipers, whether alive or dead, gravitate to their gods and carry out their will.
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
, smelting, forging, and religion. If the tribe has any spellcasters, this caste includes them. Lashers follow the lead of the tribe’s boss, and enforce their will on other goblins with whips
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the clan. The Boromars are villains in the noir tradition, and adventurers determined to tangle with them will be drawn down into the mud. The Boromar Clan could serve as a group patron for a party of
some Sharn Watch members use the incident as an excuse to go after the organization. 3 A changeling stole a smuggled artifact of great value from the Boromar Clan. Boromar enforcers shake down people
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sharn. In working the Tyrants into a campaign, the first question is which of these objectives will take precedence. Are they primarily grifters, trying to squeeze as much profit as possible out of the
corpse reveals its true form to be that of a changeling. 2 A list of Tyrants agents and their identities exists somewhere in Sharn. Every legitimate and criminal organization in the city competes to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Religion and the Gods Creatures in the Outlands revere gods as folk do anywhere else. At the center of the Great Wheel, faiths are as diverse as their worshipers, who hail from neighboring planes and
distant Material Plane worlds. The Outlands contain the domains of several gods, such as the hidden tower of Annam the All-Father, creator of giants, and the gaseous realm of the beholder god Gzemnid. Devout worshipers, whether alive or dead, gravitate to their gods and carry out their will.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sharn. In working the Tyrants into a campaign, the first question is which of these objectives will take precedence. Are they primarily grifters, trying to squeeze as much profit as possible out of the
corpse reveals its true form to be that of a changeling. 2 A list of Tyrants agents and their identities exists somewhere in Sharn. Every legitimate and criminal organization in the city competes to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+0 +2
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle
Deception +3, Persuasion +3, Religion +2
Gear Holy Symbol, Leather Armor
Senses Passive Perception 12
Languages Common
CR 2 (XP 450; PB +2)
Actions
Pact Blade. Melee Attack Roll: +4, reach 5 ft
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Save
Int 10 +0 +0
Wis 11 +0 +2
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP
+1
Skills Deception +3, Persuasion +3, Religion +2
Gear Holy Symbol, Leather Armor
Senses Passive Perception 12
Languages Common
CR 2 (XP 450; PB +2)
Actions
Pact Blade. Melee