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Returning 35 results for 'close wizards religious'.
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Backgrounds
Sword Coast Adventurer's Guide
frequently proficient in Deception. They seek aid from the wizards, mercenaries, merchants and priesthoods allied with the Zhentarim.
FEATURE: SAFE HAVEN
As a faction agent, you have
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
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Personality Mordenkainen is stubborn and egotistical to the point of driving even his friends to annoyance. He has few close relationships, although nearly all wizards recognize his accomplishments
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
or need to do so. As with any people, half-elves often choose a favored deity based on their calling or profession: Corellon Larethian, Azuth, or Mystra for wizards, Solonor Thelandira or Mielikki
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Red Wizards of Thay The Red Wizards hail from Thay, over two thousand miles east of the Sword Coast. A grim, dismal region spread across a towering plateau, Thay is defended by an army of undead
warriors and ruled by the lich Szass Tam and the zulkirs he appoints to rule over the eight schools of magic. The Red Wizards of Thay are known across Faerûn, and are easily recognized by their
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Red Wizards of Thay The Red Wizards hail from Thay, over two thousand miles east of the Sword Coast. A grim, dismal region spread across a towering plateau, Thay is defended by an army of undead
warriors and ruled by the lich Szass Tam and the zulkirs he appoints to rule over the eight schools of magic. The Red Wizards of Thay are known across Faerûn, and are easily recognized by their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Xanathar’s Lair Xanathar’s lair is an ancient dungeon complex originally built by Netherese wizards and expanded by beholders over time. It connects to the subterranean town of Skullport by way of a
. (Xanathar can open or close an unlocked door using its Telekinetic Ray, or obliterate a locked one with its Disintegration Ray.)
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Tieflings "The Chieftain Who Leads them," Thuel asked, "what do we know of him?"
“His name is Kathrik Mel. He inspires tremendous loyalty in the barbarians, an almost religious fervor.”
“He’s a
far side of Droaam — is populated by tieflings. These tieflings descend from Sarlonan mages who bargained with dark powers, with the Demesne’s lords being powerful warlocks and wizards. The Venomous
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. Other Intelligence Checks The DM might call for an
guard Forge a document Recall lore about a craft or trade Win a game of skill Spellcasting Ability Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Red Wizards of Thay The Red Wizards hail from Thay, over two thousand miles east of the Sword Coast. A grim, dismal region spread across a towering plateau, Thay is defended by an army of undead
warriors and ruled by the lich Szass Tam and the zulkirs he appoints to rule over the eight schools of magic. The Red Wizards of Thay are known across Faerûn, and are easily recognized by their
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. Other Intelligence Checks. The DM might call for
city guard Forge a document Recall lore about a craft or trade Win a game of skill Spellcasting Ability Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Build Your Group Religious orders attract people from all walks of life. It can be fun to play against type—to make a devout character with the criminal or charlatan background, for example
there simply so that Sir Baerdren can keep his eye on her and ensure that she doesn’t sabotage the templars from within?
Fixer. The Fixer might work for a religious order for entirely non-religious
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
been able to get too close, but they say we’ll face dozens or even hundreds of skeletons and zombies all around this part of the fortress. They have a few wagons, or perhaps large creatures, with them
? “And let the Red Wizards establish a stronghold here in the Western Heartlands? No, we must repel them here and now.” Can You Pay More? “The city sponsoring you has authorized hazard pay of 1,000 GP each. Plus, you can split my 1,000 GP hazard pay among yourselves. I really need your help.”
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
for higher education, especially in philosophy and literature. The city-state cautiously embraces progress, adopting developments in magic and science as long as they don’t contradict religious
curfew after sundown, and everyday interactions are tinged with restraint to steer clear of Atash’s forbiddances. Sangarians reserve intimacy for family and close friends, lowering their social guard
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, looking as demented as ever in his robe of eyes. About a quarter of them are portraits of other wizards (former apprentices). The remainder are paintings of unknown people with the heads of small
10a line the walls. A golden shield encrusted with gemstones hangs on the south wall among the paintings.
Halaster made the flameskulls from the skulls of wizards who tried and failed to become his
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Blackened Book does, the Citadel keeps a close eye on unusual and talented individuals, and a party of adventurers might be called upon to assist the Citadel in a dangerous mission. Unlike the Sharn Watch
are elite soldiers used in the most dangerous military operations. The King’s Wands are wizards and sorcerers, serving the crown in all arcane matters. The headquarters of the Citadel is in the Ambassador Towers district of Middle Central, in Andith Tower. That structure also serves as the city jail.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ally themselves with. The Harpers The Circle of Eight The closest equivalent to the Harpers is the Circle of Eight. Although membership in the circle itself is restricted to the most powerful wizards
, the group employs many agents and spies to look after its interests. The Circle of Eight is much less benevolent than the Harpers; its wizards are not particularly concerned about tyranny and are more
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
winds to the Ivy Mansion, the great house of the wizards of the Harpell family. Since the Harpells founded the town more than four centuries ago, they have brooked little nonsense and less mayhem
mercy of the predators they had honored — but they are one of the most potent gatherings of mages anywhere in the North. The Harpells are a jovial, if insular, lot. All wizards, they tend to marry
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
worshiped locally, by individual tribes, small cults, or certain sects of larger religious temples. Deities of the Forgotten Realms Deity
Alignment
Suggested Domains
Symbol
Auril, goddess
of winter NE Nature, Tempest Six-pointed snowflake Azuth, god of wizards LN Knowledge Left hand pointing upward, outlined in fire Bane, god of tyranny LE War Upright black right hand, thumb and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
(dare we say) dragons. This book, created in concert with Wizards of the Coast, sets you up for success in your own fantasy-business endeavors. Chapter 1 provides an orientation for new franchise members
the Acquisitions Incorporated campaign and this resulting book. If you put your ear very close to the pages, you will hear us whisper, “thank you.”
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
galvan magen (see appendix C for their statistics)
76–80 1d4 + 1 demos magen and 1d4 hypnos magen (see appendix C for their statistics)
81–90 1d6 nothics (former Netherese wizards) that
speak Loross instead of Undercommon (see the “Loross: The Netherese Tongue” )
91–00 Iriolarthas the demilich, with 1d3 nothics that speak Loross instead of Undercommon trailing behind it (the demilich uses the nothics to open and close doors and clear obstacles, since it can’t do so)
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
friends close and your enemies closer.” The brotherhood’s leaders seek out wizards who might by their exploits compete with the brotherhood’s acquisition and hoarding of arcane lore and magical secrets
Arcane Brotherhood The Arcane Brotherhood is a cabal of powerful wizards that operates out of the Hosttower of the Arcane, a multi-spired structure that towers above Luskan (a city south of Icewind
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
her mutated form. Berlain has a close kinship with Vertrand, and the two wizards work well together. Berlain has no interest in forging alliances with visitors and tries to capture intruders for use
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, keeping a close watch on the balance of power in Faerûn, and promoting fairness and equality in quiet, unobtrusive ways. Harpers try to keep out of the public eye, preferring secrecy to fame and
unable to locate an elusive foe, or have been captured by the cult and need inside help to escape, a Harper can offer up a secure hideout, a whispered clue, or a smuggled knife. Bards, rogues, and wizards
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies. Necromancy
created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
make drow naturally adept as assassins, thieves, and spies. Traditionally, male drow are warriors and wizards, and female drow occupy leadership roles as warriors or priestesses of Lolth. Drow exiles
subrace of elves found in the oceans of the world, especially off the shores of Faerûn and Evermeet. Sea elves live along the Sword Coast in close-knit nomadic clans, but elsewhere sea elves claim kingdoms
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
are also depicted various religious symbols of good alignment. There is a mosaic path leading between four rows of wooden pews that face the worship area. In front of the pews, a wooden railing divides
tomb, the mists that obscure the archway can’t be penetrated with any sort of vision or magic. (If a character moves close to the archway and asks about it, explain that none of the stones of the arch
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Sun Temple (ZACK STELLA) These multistory towers of worship rise atop mountains, hills, and the highest ground in a settlement, bringing congregants as close as possible to the sun. Huge windows
place, so the couple’s union doesn’t fulfill an ominous prophecy.
5 Expose a celebrated hero as a fraud.
6 Learn the sins of a person seeking religious counsel.
7 Find out who among a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it. Religious Militants. Firenewt society and culture are
for them, so ’tis also one for ye.
— Elminster
Giant Striders. Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them — borne out by the creatures
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
religious procession blocks your way. Make a DC 10 Intelligence (Religion) check to recognize their customs and move respectfully among them. On a success, a thankful cleric casts bless on you. On a failed
check, they cast bane instead (save DC 14). 6–10 No complication Ending the Chase The chase ends when either side gives up the chase, when Itzmin escapes, or when the pursuers are close enough to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
auctions up and down the Sword Coast, and such golem-like constructs are usually the province of wizards, not tinkerers. Nelanther Take an old salt’s advice and beware the Pirate Isles of the Sea of Swords
they are called knights fool you. The Knights of Nimbral have always acted as pirates when out on patrol over the seas, preying on ships that strayed close to their island. What my captain friends
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Ooze Grottos The Red Wizards use the magic of this sector to breed and control oozes. Locations in the Ooze Grottos are identified on map 5.8. Map 5.8: Ooze Grotto Ooze Prod. An ooze prod is a
Oozes. One of the many experiments in the Doomvault is an effort to infuse oozes with intelligence. The Red Wizards have met with some success, though the process requires the sacrifice of many
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Leonin of Oreskos Close-knit prides of several dozen to a few hundred leonin make their homes throughout Oreskos. These communities treat every member as family, with all taking equal roles in
Swiftclaws, and many bards and wizards come from these prides as well. Speaker Brimaz looks beyond Oreskos and wonders
if there is a future for his people in the outside world
(PETER MOHRBACHER)
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
wizards choose the School of Evocation or Necromancy as their arcane tradition.
The Dead. Undead soldiers have served in Karrnath’s armies for decades. How do you feel about the undead? Are you a follower
close ties to the Plane of Mabar. Monsters sometimes slip out of the Nightwood to threaten the surrounding regions. Criminals and fugitives who flee into the Nightwood find the dangers within deadlier than any Karrnathi executioner. Fort Bones
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
). Another thirty to seventy are in the immediate area, close enough to respond within fifteen minutes to the beating of the drum in the barbican. The bullywugs already believe themselves to be lords of the
omens are right. Meanwhile, they endure—and stockpile weapons. Borngray has only a rough idea of how many lizardfolk are in the tribe all together, and he hasn’t kept close count over how many swords
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
in the immediate area, close enough to respond within fifteen minutes to the beating of the drum in the barbican. The bullywugs already believe themselves to be lords of the mere, and they act like it
, they endure — and stockpile weapons. Borngray has only a rough idea of how many lizardfolk are in the tribe all together, and he hasn’t kept close count over how many swords, spears, daggers, shields