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Returning 35 results for 'changelings ward remain'.
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Magic Items
Dungeon Master’s Guide
Magic action to peer into the orb’s depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the
orb imposes the Charmed condition on you for as long as you remain attuned to it.
While you are Charmed by the orb, you can’t voluntarily end your Attunement to it, and the orb casts
Monsters
Waterdeep: Dungeon of the Mad Mage
legendary actions at the start of his turn.
Cast Spell. Halaster casts a spell of 3rd level or lower.
Spell Ward (Costs 2 Actions). Halaster expends a spell slot of 4th level or lower and gains 5
changes. He prefers to remain unseen, skulking about invisibly or peering through scrying sensors that resemble wide-open eyes surrounded by sparkling motes of light.
Halaster’s abilities far
Monsters
Waterdeep: Dungeon of the Mad Mage
4th level (3 slots): blight, death ward, divination
5th level (1 slot): antilife shell, destructive waveMultiattack. (Vampire Form Only). Keresta makes two attacks, only one of which can be a bite
commands. The beasts remain for 1 hour, until Keresta dies, or until Keresta dismisses them as a bonus action.Keresta can take 3 legendary actions, choosing from the options below. Only one legendary
Orb of Dragonkind
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb
for as long as you remain attuned to it.
While you are charmed by the orb, you can’t voluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to
Symbol
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place
circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
for survival in the material world, but to keep Maglubiyet at bay in the conflict on the planes. Her children will remain in her care, and if need be she wouldn’t hesitate to take to the field
more than a few hundred members, because a larger group would need a prohibitive amount of resources to remain strong. As a rule, a tribe is violently hostile toward any other tribe it meets, seeing the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of every race found across Khorvaire. Halflings, elves, and gnomes all have a significant presence in the city, but even kalashtar and changelings have communities in Sharn. Beyond the permanent
ward, a middle ward, and a lower ward. Each ward is made up of a number of districts, so that the location of a place in Sharn can be expressed with a combination of a ward name and a district name. More information about each of the wards and the districts in them appears later in this chapter.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of every race found across Khorvaire. Halflings, elves, and gnomes all have a significant presence in the city, but even kalashtar and changelings have communities in Sharn. Beyond the permanent
ward, a middle ward, and a lower ward. Each ward is made up of a number of districts, so that the location of a place in Sharn can be expressed with a combination of a ward name and a district name. More information about each of the wards and the districts in them appears later in this chapter.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Tyrants … include members of all races, but primarily changelings and doppelgangers. … specialize in information, forgery, blackmail, and fraud. … remain neutral in the Boromar-Daask conflict
. The Tyrants are forgers and grifters, specialists in deception and the acquisition of information. The majority of the Tyrants are changelings, who use their shapeshifting abilities to fool marks and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Tyrants … include members of all races, but primarily changelings and doppelgangers. … specialize in information, forgery, blackmail, and fraud. … remain neutral in the Boromar-Daask conflict
. The Tyrants are forgers and grifters, specialists in deception and the acquisition of information. The majority of the Tyrants are changelings, who use their shapeshifting abilities to fool marks and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Council. That body has seventeen members: one for each ward in the city, plus representatives from Skyway and the Cogs. Each ward has its own process for selecting a councilor, and there are no legal
restrictions on who can govern; if you build up a strong base of support in a ward, you could hold the position yourself! The members of the City Council are quite diverse. Some are crooked, others are
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Council. That body has seventeen members: one for each ward in the city, plus representatives from Skyway and the Cogs. Each ward has its own process for selecting a councilor, and there are no legal
restrictions on who can govern; if you build up a strong base of support in a ward, you could hold the position yourself! The members of the City Council are quite diverse. Some are crooked, others are
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Conclusion After imparting the true names, the freed Stranger tips their hat and leaps from the train. Once out of range of the train’s teleportation ward, the Stranger casts plane shift and
disappears. The characters can leave the Concordant Express in a similar fashion, or they can remain on the train until it arrives in Mechanus and secure safe passage home from there. Whether or not they
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Conclusion After imparting the true names, the freed Stranger tips their hat and leaps from the train. Once out of range of the train’s teleportation ward, the Stranger casts plane shift and
disappears. The characters can leave the Concordant Express in a similar fashion, or they can remain on the train until it arrives in Mechanus and secure safe passage home from there. Whether or not they
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
are a sixth of it; the rest is a blend of every race found across Khorvaire. Halflings, elves, and gnomes have a significant presence in the city, but even kalashtar and changelings have communities
roughly divided into three levels, and the combination of quarter and level defines a ward. Thus, wards include Lower Dura, Upper Central, and Middle Menthis. This distinction gives a general sense of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
are a sixth of it; the rest is a blend of every race found across Khorvaire. Halflings, elves, and gnomes have a significant presence in the city, but even kalashtar and changelings have communities
roughly divided into three levels, and the combination of quarter and level defines a ward. Thus, wards include Lower Dura, Upper Central, and Middle Menthis. This distinction gives a general sense of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, can be controlled using the ring. The Avowed permit skitterwidgets under the characters’ control to remain in Candlekeep, but not in the Inner Ward. Stray skitterwidgets are eventually hunted down and destroyed.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, can be controlled using the ring. The Avowed permit skitterwidgets under the characters’ control to remain in Candlekeep, but not in the Inner Ward. Stray skitterwidgets are eventually hunted down and destroyed.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
trappings of a wealthy lifestyle. There was a time when Lower Dura was the heart of Sharn, and remnants of this glory remain. The Silvermist Theater in Callestan was built to entertain nobles. The ward
ward are often protected from violence by their criminal connections or by virtue of having nothing worth stealing, but adventurers ought to tread lightly here, especially those who display the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
trappings of a wealthy lifestyle. There was a time when Lower Dura was the heart of Sharn, and remnants of this glory remain. The Silvermist Theater in Callestan was built to entertain nobles. The ward
ward are often protected from violence by their criminal connections or by virtue of having nothing worth stealing, but adventurers ought to tread lightly here, especially those who display the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
dropped it while looting the crypts. The characters can take the key to the Metal House of Wonders, the guildhall of the Splendid Order of Armorers, Locksmiths, and Finesmiths in the Dock Ward, or to
any local locksmith. In either place, someone can identify the key as the handiwork of a dwarf locksmith in the Trades Ward named Elaspra Ulmarr. Characters who visit Elaspra’s shop can learn from her
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Rooftop Chase: Autumn The characters are chasing two drow gunslingers (see appendix B) across windy rooftops in the Dock Ward. The drow stick together as they run, but each one acts on his own
other. Next Encounter The drow keep running across the rooftops until they get to the run-down dockside neighborhood known as Mistshore. Characters who remain in pursuit can follow them all the way
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Rooftop Chase: Autumn The characters are chasing two drow gunslingers (see appendix B) across windy rooftops in the Dock Ward. The drow stick together as they run, but each one acts on his own
other. Next Encounter The drow keep running across the rooftops until they get to the run-down dockside neighborhood known as Mistshore. Characters who remain in pursuit can follow them all the way
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
dropped it while looting the crypts. The characters can take the key to the Metal House of Wonders, the guildhall of the Splendid Order of Armorers, Locksmiths, and Finesmiths in the Dock Ward, or to
any local locksmith. In either place, someone can identify the key as the handiwork of a dwarf locksmith in the Trades Ward named Elaspra Ulmarr. Characters who visit Elaspra’s shop can learn from her
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
by a 2-foot-deep blanket of fog. Nine vampire spawn crawl under the fog and try to remain hidden until Keresta commands them to attack.
Keresta Delvingstone. Keresta looks like a pale woman with a
and several ink pots rest nearby. Two daggers stuck in the map mark the Spires of the Morning (the temple of Lathander in the Castle Ward) and the House of the Moon (the temple of Selûne in the Sea
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
travelers remain confined in the foreign quarter. Merchants from across Khorvaire trade for exotic Riedran goods, while envoys from many nations negotiate with the emissaries of the Inspired. To enter
, creating the first changelings, skulks, and tiefling bloodlines. Ohr Kaluun was ultimately consumed by the feuds of its paranoid mage-lords and the crusading legions of its neighbors. Today, it is a shunned
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
travelers remain confined in the foreign quarter. Merchants from across Khorvaire trade for exotic Riedran goods, while envoys from many nations negotiate with the emissaries of the Inspired. To enter
, creating the first changelings, skulks, and tiefling bloodlines. Ohr Kaluun was ultimately consumed by the feuds of its paranoid mage-lords and the crusading legions of its neighbors. Today, it is a shunned
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Yellowcrest Manor The former Yellowcrest Manor is easily located, either by using Sarah’s directions from the diary or asking in Waterdeep. Though no members of the Yellowcrest family remain in the
city, their name is still well known because many people remember the terrible tragedy. The manor is on Delzorin Street in the North Ward, and it is now home to the Falgarst family. Characters who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
by a 2-foot-deep blanket of fog. Nine vampire spawn crawl under the fog and try to remain hidden until Keresta commands them to attack.
Keresta Delvingstone. Keresta looks like a pale woman with a
and several ink pots rest nearby. Two daggers stuck in the map mark the Spires of the Morning (the temple of Lathander in the Castle Ward) and the House of the Moon (the temple of Selûne in the Sea
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Yellowcrest Manor The former Yellowcrest Manor is easily located, either by using Sarah’s directions from the diary or asking in Waterdeep. Though no members of the Yellowcrest family remain in the
city, their name is still well known because many people remember the terrible tragedy. The manor is on Delzorin Street in the North Ward, and it is now home to the Falgarst family. Characters who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Finding Nim’s Creation
Jarlaxle Baenre
Equipped with the nimblewright detector, the characters can search for Nim’s escaped creation. A ward-by-ward search is the best approach, but let the
nimblewright is in Gralhund Villa on Saerdoun Street, in the North Ward. It isn’t, however, the only nimblewright to be found outside the House of Inspired Hands. If the characters decide to search
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Finding Nim’s Creation
Jarlaxle Baenre
Equipped with the nimblewright detector, the characters can search for Nim’s escaped creation. A ward-by-ward search is the best approach, but let the
nimblewright is in Gralhund Villa on Saerdoun Street, in the North Ward. It isn’t, however, the only nimblewright to be found outside the House of Inspired Hands. If the characters decide to search
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
peace. The conflicts, the anger, and the pain of the long war remain, however, and the new nations seek every advantage as they prepare for the next war to break out on the continent. Dragonmarked
races found in the Player’s Handbook, players can choose to play orc or goblinoid characters in Eberron. Or they can choose one of four new races: changelings, kalashtar, shifters, and warforged
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
peace. The conflicts, the anger, and the pain of the long war remain, however, and the new nations seek every advantage as they prepare for the next war to break out on the continent. Dragonmarked
races found in the Player’s Handbook, players can choose to play orc or goblinoid characters in Eberron. Or they can choose one of four new races: changelings, kalashtar, shifters, and warforged
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
remain attuned to it. On a failed save, the orb imposes the Charmed condition on you for as long as you remain attuned to it. While you are Charmed by the orb, you can’t voluntarily end your Attunement
. Spell Charge Cost Cure Wounds (level 9 version) 4 Daylight 1 Death Ward 2 Detect Magic 0 Scrying (save DC 18) 3 Call Dragons. While you control the orb, you can take a Magic action to cause the orb