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Returning 35 results for 'choosing reason gods to her reflection'.
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chasing reasoned gods to her reflections
chasing reason gods to her reflections
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choosing reason gods to her reflections
Monsters
Icewind Dale: Rime of the Frostmaiden
her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
until her concentration is broken (as if concentrating on a spell).Auril can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at
Monsters
Icewind Dale: Rime of the Frostmaiden
actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Auril regains spent legendary actions at the start of
pleasure alone.
Auril was aligned with the gods Talos, Umberlee, and Malar. Together they wrought terrible destruction, inspiring fear that compelled tribute to hold their power at bay. Umberlee
Backgrounds
Sword Coast Adventurer's Guide
provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.
d6
Reason
d6
Reason
1
Emissary
4
Pilgrim
byzantine laws, or you could be a pilgrim who seeks the shrines of the gods of magic.
Kara-Tur. The continent of Kara-Tur, far to the east of Faerûn, is home to people whose customs are unfamiliar
Monsters
Icewind Dale: Rime of the Frostmaiden
, and immunity to all damage except fire damage. The freed creature appears in an unoccupied space of its choice within 30 feet of the shattered crystal.Auril can take 3 legendary actions, choosing
artisans and their wondrous works, freezing them in magical ice for her pleasure alone.
Auril was aligned with the gods Talos, Umberlee, and Malar. Together they wrought terrible destruction, inspiring
Monsters
Mythic Odysseys of Theros
feet away from Polukranos.Polukranos can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s
world, and so great were its size and strength that the gods Nylea and Heliod combined their power to bind the monster deep within the Nessian Wood. That incarnation was slain, but the eternal ideal
Monsters
Fizban's Treasury of Dragons
of the aspect’s choosing: acid;{"diceNotation":"11d12", "rollType":"damage", "rollAction":"Chromatic Flames (Acid)", "rollDamageType":"acid"}, cold;{"diceNotation":"11d12", "rollType":"damage
(Poison)", "rollDamageType":"poison"}. On a successful save, the creature takes half as much damage.The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action
Monsters
Mordenkainen Presents: Monsters of the Multiverse
each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to his Fearful Voice for 24 hours.Hutijin can take 3 legendary actions, choosing from
figure, known only to the most learned infernal scholars. He has no cults of his own, and his servants are few in number. The reason is simple: Hutijin hates mortals. When summoned from the Hells, he
Monsters
Mythic Odysseys of Theros
5-foot cube of the web is destroyed if it takes at least 20 fire damage from a spell or other magical source on a single turn.Arasta can take 3 legendary actions, choosing from the options below
(Costs 3 Actions). Each creature restrained by Arasta’s Web of Hair takes 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollDamageType":"poison"} poison damage.A victim of the gods&rsquo
Backgrounds
Guildmasters’ Guide to Ravnica
guildless masses of the city.
Consider why you’re embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you
.
d8
Reason for Infiltration
1
My parents belong to this guild, and I let them think I’m following in their footsteps.
2
I’ve been assigned to track this guild&rsquo
Monsters
Dragonlance: Shadow of the Dragon Queen
legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Soth regains spent legendary actions at the start of
Solamnic Knight of the Order of the Rose, Soth was a paragon of virtue and justice who allowed his pride to lead him down an evil path. The gods gave Soth a chance at redemption, charging him with
Monsters
Fizban's Treasury of Dragons
one.The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The aspect
progenitor of metallic dragons. Since fleeing the First World, he has made his home in the Seven Heavens of Mount Celestia and is often numbered among the gods of that plane. Adventurers and dragons alike
Monsters
Fizban's Treasury of Dragons
actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The greatwyrm regains spent legendary actions at
sometimes even the physical forms of multiple echoes of the same dragon across the worlds of the Material Plane. Several of the dragons identified as dragon gods—including Aasterinian (described in the
Monsters
Fizban's Treasury of Dragons
, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The greatwyrm regains spent legendary actions at the start
physical forms of multiple echoes of the same dragon across the worlds of the Material Plane. Several of the dragons identified as dragon gods—including Aasterinian (described in the &ldquo
Monsters
Mythic Odysseys of Theros
":"radiant"} radiant damage.The archon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s
recounts the battle between a group of the gods’ champions and a mighty archon, which took place at the mysterious eastern edge of the world. Defeated, the falling archon is said to have met the
Monsters
Fizban's Treasury of Dragons
, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The greatwyrm regains spent legendary actions at the start
physical forms of multiple echoes of the same dragon across the worlds of the Material Plane. Several of the dragons identified as dragon gods—including Aasterinian (described in the &ldquo
Monsters
Fizban's Treasury of Dragons
, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The greatwyrm regains spent legendary actions at the start
physical forms of multiple echoes of the same dragon across the worlds of the Material Plane. Several of the dragons identified as dragon gods—including Aasterinian (described in the &ldquo
Monsters
Fizban's Treasury of Dragons
, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The greatwyrm regains spent legendary actions at the start
physical forms of multiple echoes of the same dragon across the worlds of the Material Plane. Several of the dragons identified as dragon gods—including Aasterinian (described in the &ldquo
Monsters
Fizban's Treasury of Dragons
, invisibility, revivifyThe dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at one time and only at the end of another creature’s
suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm
Monsters
Fizban's Treasury of Dragons
emotions, dispel magic, invisibility, revivifyThe dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at one time and only at the end of
Spellcasting.Ancient legends suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic
Monsters
Fizban's Treasury of Dragons
actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the
for a history of the gods the dragon is compiling.
Emerald Dragon Lairs
Emerald dragons make their lairs in caves and subterranean ruins, favoring locations that have been abandoned&mdash
Wave
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.
Sentience
Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10
from sea chanteys to sacred hymns of the sea gods.
Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the
races
At the conclusion of the Gods’ End, a thousand souls fell to Etharis like burning stars from the sky. The downcast had once been part of the celestial legions, but the death of the gods sent
absence of the gods, the Arch Seraphs of each deity descended upon the mortal realm, taking upon themselves the burden of imposing order on a world cast into disarray. The Arch Seraphs were the most
Monsters
Infernal Machine Rebuild
":"1d12+3","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Gemstone Eyes. The eye of fear and flame shoots one of the following magical eye rays, choosing one
living, commanding individuals to perform evil deeds of the undead's choosing or be destroyed. If its commands are not obeyed, an eye of fear and flame throws back its hood to reveal its skull—set
Tortle
Legacy
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Species
The Tortle Package
set out on their own.
Beliefs
Tortles don’t have their own pantheon of gods, but they often worship the gods of other races. It’s not unusual for a tortle to hear stories or legends
gravitate toward Celestian, Fharlanghn, Pelor, Pholtus, and St. Cuthbert. Tortles are often drawn to the Gods of Good in Dragonlance and the Sovereign Host in Eberron. Among the nonhuman deities, Moradin and
Demilich (Variant)
Legacy
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Monsters
Monster Manual (2014)
-forms in an unoccupied space nearest to the gem and in the same state as when it was trapped.The demilich can take 3 legendary actions, choosing from the options below. Only one legendary action option
its existence.
Few liches seek to become demiliches, for it means an end to the existence they hoped to preserve by becoming undead. However, time can erode the lich’s reason and memory, causing
Orc
Legacy
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races
Mordenkainen Presents: Monsters of the Multiverse
Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness
devotion to other gods.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Running This Chapter The characters can return to the sanctum in Sigil to rest and confer with Alustriel and Tasha before they head to the Cave of Shattered Reflection. If the characters don’t return
demiplanes in any order, so read through all three—the “Torment of Kas,” “Neverwinter’s New King,” and “Dead Gods” sections—before running this chapter. Once the characters dismantle the three
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Orc Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his
order from the encroachments of Fiends and other extraplanar threats. Gruumsh’s blessings have made orcs tireless guardians and mighty allies wherever they are found, even when they turn their devotion to other gods.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Chapter 5: Tomb of the Nine Gods Acererak built the Tomb of the Nine Gods not only to house the remains of Omu’s trickster gods, but also to slay interlopers. However, few today even know the tomb
exists, and thus it remains an enigma. Rare are the tavern tales that lure adventurers to its gates, and its horrors remain undocumented in the libraries of Candlekeep. The reason for this is simple: not one person who has entered the tomb has lived to tell the tale.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
term (hence their ability to answer spells such as Augury and Divination). And some gods might be unwilling to reveal their ignorance, choosing to give an unclear answer rather than admit that they don’t know the truth.
similar effects. As the Commune spell description states, gods aren’t necessarily omniscient. But they are tremendously knowledgeable, particularly with regard to their particular areas of influence. A sea
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
The Gods of Two Peoples There are no half-elven gods, so half-elves follow elven or human deities of their choosing — although just as many religious half-elves believe that their gods choose them
. Half-elves often revere the gods of the culture in which they were raised, although some rebel against their upbringing, seeking out the gods of the other aspect of their heritage, or feeling a calling
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
enormous hole in the cave floor like a cork. This hole leads down to the Cave of Shattered Reflection, but the characters can’t bypass the crystals or make their descent until they explore the side
, so the creature can’t leave the unreality and return to the tunnel. E2a. Images of Kas the Betrayer flicker on the walls of this tunnel. In each reflection, Vecna torments Kas, who appears powerless
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Dark Sun The dying planet of Athas is a world that is already deeply scarred by elemental power. Long ago the gods of Athas fought a terrible war against the mighty primordial powers of the elemental
planes — and they lost. The gods were slain or driven into exile, leaving Athas under the dominion of elemental beings who took little interest in the affairs of mortals. In the grim age that
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Iroas stands for, so is Skophos the reflection of Akros. And Phoberos is the bloodstained battleground where the eternal conflict between the gods and their poleis is waged.
difficult to distinguish the mortal history of the two poleis from tales of the twin gods, Iroas and Mogis. The gods warred with each other, their followers and champions vied for control of scarce
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Chapter 1: Group Patrons When creating characters for an Eberron campaign, consider choosing a patron for your adventuring party. This section describes general categories of patrons and also
adventuring group that has a powerful backer as a patron has a clear place in the world, access to additional resources, and a reason to work together in pursuit of a common cause.