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Returning 35 results for 'collecting rites guard to her reflect'.
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Classes
Player’s Handbook
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles
.
Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over
Species
Wayfinder's Guide to Eberron
Caerys held her double blade in the falcon guard, level with her shoulders and spreading out like wings. “I came in search of legends. Ten thousand years ago Daealyth of Taeri stood this
is why your people constantly seek out conflict; you need to find challenges worthy of a hero.
In creating a Valenar, think about your patron ancestor. Your class should reflect their class; if you
Species
Wayfinder's Guide to Eberron
Caerys held her double blade in the falcon guard, level with her shoulders and spreading out like wings. “I came in search of legends. Ten thousand years ago Daealyth of Taeri stood this
is why your people constantly seek out conflict; you need to find challenges worthy of a hero.
In creating a Valenar, think about your patron ancestor. Your class should reflect their class; if you
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance.
2
I am more
serves as a mobile rookery for a flock of pteranodon;pteranodons and eats fish they drop.
4
A young dragon turtle has been enslaved by an aboleth and forced to guard the creature’s lair
Backgrounds
Guildmasters’ Guide to Ravnica
protection and durability
2
Fin Clade, focused on movement
3
Gyre Clade, focused on cyclical patterns and metamagic
4
Guardian Project, focused on creating guard monsters and super
spellcasting, forming spirals that reflect the mathematical perfection of nature.
Suggested Characteristics
The bizarre science of the Simic Combine attracts a certain type of personality and encompasses
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks. Arcana. Your Intelligence (Arcana) check
) 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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks. Arcana. Your Intelligence (Arcana) check
) 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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks. Arcana Your Intelligence (Arcana) check
) 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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks. Arcana Your Intelligence (Arcana) check
) 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
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Herald of Dust pays a pittance for every corpse delivered to the Mortuary. Some contemptible folk make corpse collecting their vocation. These aptly named corpse collectors are a common sight in the Hive
departed and chronicle the dead’s deeds in obituaries. Necrologists also research burial rites appropriate to the deceased creature’s beliefs, religion, or cultural background. Recruiters. Recruiters
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
collecting monsters from the past, we’ve endeavored to reflect the multifaceted nature of the game, warts and all. D&D monsters come in all shapes and sizes, with stories that not only thrill us but
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
collecting monsters from the past, we’ve endeavored to reflect the multifaceted nature of the game, warts and all. D&D monsters come in all shapes and sizes, with stories that not only thrill us but
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Herald of Dust pays a pittance for every corpse delivered to the Mortuary. Some contemptible folk make corpse collecting their vocation. These aptly named corpse collectors are a common sight in the Hive
departed and chronicle the dead’s deeds in obituaries. Necrologists also research burial rites appropriate to the deceased creature’s beliefs, religion, or cultural background. Recruiters. Recruiters
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Eldritch Machines In a Cannith enclave, a team of artificers maintain the creation forge that produces the warforged. In the Shadow Marches, druids guard the seals that hold the Daelkyr at bay. In
a device can reflect the culmination of a villain’s master plan or a last defense against evil that must be protected at all costs.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Eldritch Machines In a Cannith enclave, a team of artificers maintain the creation forge that produces the warforged. In the Shadow Marches, druids guard the seals that hold the Daelkyr at bay. In
a device can reflect the culmination of a villain’s master plan or a last defense against evil that must be protected at all costs.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
judging criminals in the courts of law, hearing the petitions and complaints of citizens, collecting taxes, and interminable amounts of paperwork. Once in a while, though, a faithful Civil Servant gets
some developing skills as clerics, rogues, wizards, or other classes. Such characters often come from the sage background and have proficiency in skills that reflect their studies, such as Arcana
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
maintenance costs (by charging fees, collecting tithes or donations, or selling goods), that is taken into account in the table. Skilled and Untrained Hirelings. The Player’s Handbook explains the difference
in “Downtime Activities” in this chapter. Garrisons Castles and keeps employ soldiers (use the veteran and guard statistics in the Monster Manual) to defend them. Roadside inns, outposts and forts
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
judging criminals in the courts of law, hearing the petitions and complaints of citizens, collecting taxes, and interminable amounts of paperwork. Once in a while, though, a faithful Civil Servant gets
some developing skills as clerics, rogues, wizards, or other classes. Such characters often come from the sage background and have proficiency in skills that reflect their studies, such as Arcana
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
maintenance costs (by charging fees, collecting tithes or donations, or selling goods), that is taken into account in the table. Skilled and Untrained Hirelings. The Player’s Handbook explains the difference
in “Downtime Activities” in this chapter. Garrisons Castles and keeps employ soldiers (use the veteran and guard statistics in the Monster Manual) to defend them. Roadside inns, outposts and forts
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles. Druids are concerned with the delicate ecological balance that
sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles. Druids are
concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles. Druids are
concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles. Druids are concerned with the delicate ecological balance that
sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
The cultists and their kobold lackeys are in the midst of looting Greenest and collecting the spoils for transport back to their camp (see chapter 2). Any marauding group that the party encounters has
d8 Encounter 1 6 kobolds 2 3 kobolds and 1 ambush drake (see appendix D) 3 6 cultists 4 4 cultists and 1 guard 5 2 cultists and 1 acolyte* 6 3 guards and 1 acolyte* 7 1d6 townsfolk being hunted
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Dragon and that they are collecting loot “for the great hoard that will usher in the reign of the Queen of Dragons.” They know that the cult has a clutch of dragon eggs under heavy guard in a cave at
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
The cultists and their kobold lackeys are in the midst of looting Greenest and collecting the spoils for transport back to their camp (see chapter 2). Any marauding group that the party encounters has
d8 Encounter 1 6 kobolds 2 3 kobolds and 1 ambush drake (see appendix D) 3 6 cultists 4 4 cultists and 1 guard 5 2 cultists and 1 acolyte* 6 3 guards and 1 acolyte* 7 1d6 townsfolk being hunted
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Dragon and that they are collecting loot “for the great hoard that will usher in the reign of the Queen of Dragons.” They know that the cult has a clutch of dragon eggs under heavy guard in a cave at
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. In the ancient past, bonesingers oversaw the final rites when great bakunawa died, then infused the creatures’ bones into the magical bridges that unite Dayawlongon as one land. During the days of
. Personal names are varied and often reflect a characteristic that a ninuno connected to an individual or their family found desirable. However, some personal names are relics of colonization and have
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. In the ancient past, bonesingers oversaw the final rites when great bakunawa died, then infused the creatures’ bones into the magical bridges that unite Dayawlongon as one land. During the days of
. Personal names are varied and often reflect a characteristic that a ninuno connected to an individual or their family found desirable. However, some personal names are relics of colonization and have
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception Your Charisma (Deception) check determines whether you can convincingly
fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception. Your Charisma (Deception) check determines whether you can convincingly
fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception. Your Charisma (Deception) check determines whether you can convincingly
fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception Your Charisma (Deception) check determines whether you can convincingly
fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to as one. The Watch doesn’t patrol this area, however, and many crimes go uninvestigated. The City Guard oversees the Field Ward from the walls around it, but its members get involved only when folk
-duty members of the City Guard, situated on the corner of Endshift Street and the Breezeway. Though the guards might not be inclined to assist you, your status as a visitor to Waterdeep technically
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to as one. The Watch doesn’t patrol this area, however, and many crimes go uninvestigated. The City Guard oversees the Field Ward from the walls around it, but its members get involved only when folk
-duty members of the City Guard, situated on the corner of Endshift Street and the Breezeway. Though the guards might not be inclined to assist you, your status as a visitor to Waterdeep technically