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Returning 35 results for 'combine realms gloaming to have requires'.
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Monsters
Bigby Presents: Glory of the Giants
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Corrupting Hex (Requires Blood Rune). The fomorian targets one creature it can see within 60 feet of itself. The target must succeed on a DC 16 Charisma saving throw or take 27 (6d8);{"diceNotation":"6d8
, suggestion, telekinesisPoisoning Rebuke (Requires Blood Rune). In response to being damaged by a creature the fomorian can see within 60 feet of itself, the fomorian forces that creature to make a DC 16
Monsters
Bigby Presents: Glory of the Giants
(Requires Stone Rune). The giant’s stone rune emits beams of light that form a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. For each creature in that area, roll
more than other giants do, perhaps because of these giants’ interest in and aptitude for carving stone. Stone giants who combine this magic with prodigious artistic skill are called rockspeakers
Half-Elf
Legacy
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Species
Basic Rules (2014)
, Dragons of Autumn Twilight
Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity
friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Plane of Water. This bottomless ocean churns with mysterious sea life. Elemental Chaos. Here on the fringes of the Inner Planes, elemental forces clash unpredictably. Para-Elemental Planes. In these borderlands between the Elemental Planes, elemental forces combine into realms of ash, ice, magma, and ooze.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
New Downtime Activity: Establish an Outpost Establishing an Underdark outpost is a new downtime activity available to characters in this adventure. An outpost requires a total of 150 hours of work to
build, assuming its location is clear of creatures and hazards. Multiple characters can combine their efforts to reduce the completion time. Each Underdark outpost is basically a fortified encampment
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the animals that occupy his domain. Gloaming Court The Queen of Air and Darkness rules the Gloaming Court, a realm of twilight, fireflies, cobwebs, and autumn leaves accompanied by the music of hooting
owls and croaking frogs. The Fey of the Gloaming Court shun the formalized etiquette and rituals of the Summer Court (see below), instead prizing behavior that is intuitive and instinctual. Prismeer
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, reserving family names for close loved ones. In both realms, those family names combine Djaynaian words focused on nature, such as Pineshadow or Misthare. The following are common public names: Feminine
Life in Djaynai and Janya The following truths are known to people who dwell in Djaynai or Janya, and to travelers who spend time in those realms. Those above and below the sea share similar cultures
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of
. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of
. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Circle of Dreams Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes
for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
GP. If an item requires multiple days, the days needn’t be consecutive. Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item by the number of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
GP. If an item requires multiple days, the days needn’t be consecutive. Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item by the number of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
rarity into a single item, provided no more than one of them requires Attunement. For example, you could combine the properties of a Helm of Comprehending Languages with those of a Helm of Telepathy
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Nalfeshnee Demon of Intimidation and Hopelessness Habitat: Planar (Abyss); Treasure: Relics Nalfeshnees seek to dominate all they encounter. Hulking and grotesque, these demons combine misshapen
Plane. Many nalfeshnees view themselves as prospective demon lords and seek to conquer realms of their own. They often use promises of fiendish magic or Abyssal alliances to tempt ambitious mortals
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
must work for 8 hours. If an item requires multiple days, those days needn’t be consecutive. Assistants. Characters can combine their efforts to shorten the crafting time. Divide the time needed to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Patrons in the Realms The gods are far from the only forces at work in the Realms, and ambitious warlocks have many potential patrons able to offer them arcane power. The Archfey In the vast
wilderness of the Realms one can still find connections to the Feywild. These are fey crossings, places of mysterious natural beauty in the world that have a near-perfect mirror in the Feywild. You can pass
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
in combat requires game statistics so that the DM can run it effectively. These statistics are presented in a format called a statistics block, or stat block. You’ll find the stat blocks needed for
this adventure in appendix B. Tenday. In the Forgotten Realms, a week is ten days long and called a tenday. Each month consists of three tendays — thirty days total.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
8 hours. If an item requires multiple days, those days needn’t be consecutive. Assistants. Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item
250 days 100,000 GP *The time and cost are halved for a consumable item other than a Spell Scroll, whose crafting time and cost are given in the Player’s Handbook. Crafting magic items requires time and research
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
describe locations or present bits of scripted dialogue.
Stat Block. Any monster or NPC that is likely to be involved in combat requires game statistics so that the DM can run it effectively. These
statistics are presented in a format called a stat block. You’ll find the stat blocks needed for this adventure in the “Creatures” section.
Tenday. In the Forgotten Realms, a week is ten days long and called a tenday. Each month consists of three tendays — thirty days total.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
lands with an Asian cultural flavor, such as Shou Lung far to the east of the Forgotten Realms, these monasteries are associated with philosophical traditions and martial arts practice. The Iron Hand
deities who teach the value of physical excellence and mental discipline. In the Forgotten Realms, the order of the Dark Moon is made up of monks dedicated to Shar (goddess of loss), who maintain secret
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Orrery of the Wanderer Wondrous item, artifact (requires attunement) This delicate and exquisitely crafted clockwork orrery features multiple geared components whose sweeping hands and dials
represent the complex interplay of planar and magical realms. Standing two feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Stone Giant Rockspeaker Stone giants practice rune magic more than other giants do, perhaps because of these giants’ interest in and aptitude for carving stone. Stone giants who combine this magic
Rays (Requires Stone Rune). The giant’s stone rune emits beams of light that form a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. For each creature in that area
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
resizes to suit any creature between Small and Huge size. The creature must spend 10 uninterrupted minutes touching the item and must attune to it if it requires attunement. Nothing Resizes. Perhaps ancient
sentinel shield once carried by a frost giant could be perpetually cold to the touch.
None of these cosmetic effects alter a magic item's capabilities. They merely provide a narrative link to giants' realms that characters might explore.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
warriors as the demons savagely tear into each other. The drow move to engage the demons and defend the outpost, leaving the characters with an opportunity to escape. You can combine this event with
way down. Reaching the lift requires getting past the drow clustered on the platform and then attempting to operate it during the attack, which might prove difficult. If you want to provide an
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
known, but you can still build adventures that lead characters to explore the realms of past giants. An expedition into giants’ ruins might involve a confrontation with giants, or it might mean facing
adventure hooks that you can use instead, or combine with the ones here, as inspiration strikes you. Delve into the Past d6 Adventure Hook 1 During a long drought, the water level of a lake lowers
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wegwiur, the rovers of the Hunting Lands) and the North Kingdoms were, as now, independent of the politics of the south. The contraction of the two southern realms over the last two centuries is the
useful for revealing a few details. You can combine them to share nuanced histories and help players feel like they’re digging into a rich and realistic history.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
integral part of life in the giants’ fortresses and underground realms of smoke and ash. The fire giants’ songs are odes of battles lost and won, while their dances are martial formations of pounding
the fire giants’ mountainous realms to mine ore and gemstones from deep within the earth.
Fire giants low in the ordning manage the mine tunnels and the serfs that toil there, few of which survive
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Targets A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of
kind of interface between the will of a spellcaster and the stuff of raw magic. The spellcasters of the Forgotten Realms call it the Weave and recognize its essence as the goddess Mystra, but casters
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
“the dark heart.” The talisman’s creation requires a number of unique components: The intact and unhatched egg of a purple worm, for channeling great physical power. The central eye of a beholder, to
break down magical resistance and overcome magical forces. Six feathers from six different angels — the authority of the celestial realms and a force to enrage fiendish creatures. The heart of a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Sea Elf Traits As a sea elf, you have the following racial traits. Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf
acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. ELVES OF MANY REALMS
Created by the god Corellon, the first elves were Fey
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
time, as long as the work in progress is stored in a safe location. Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use
desired sort. A character can sell an item crafted in this way at its listed price. Crafting Magic Items. Creating a magic item requires more than just time, effort, and materials. It is a long-term
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Prime Speaker Zegana The regal and reticent Prime Speaker Zegana is the merfolk guildmaster of the Simic Combine. She upholds the traditional ways of the guild and its utopian philosophy, which
outdated and the guild requires more practical leadership. In response, Zegana maintains that she serves as prime speaker only at the sufferance of the Speakers’ Chamber, and if the other speakers wish to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
fall.
— Iuz the Old
The Abyss and its demonic inhabitants are akin to a virus. While most other factions across the planes spread their influence into other realms through conquest, conversion
demon prince in about a month. To bring about these changes, the invaders must remain in the same location for some time, usually an area no more than six miles on a side, to combine their influence
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
their banishment into the Underdark. They forge magical pacts with entities of the dark—perhaps powerful Fey of the Gloaming Court or eldritch entities buried deep in the Underdark. Their pacts give
) bludgeoning damage plus 7 (2d6) necrotic damage.
Corrupting Hex (Requires Blood Rune). The fomorian targets one creature it can see within 60 feet of itself. The target must succeed on a DC 16 Charisma
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
archfey, such as the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; or an ancient hag. Or you might call on a spectrum of Fey, weaving a web
. Celestial Patron Call on the Power of the Heavens
Your pact draws on the Upper Planes, the realms of everlasting bliss. You might enter an agreement with an empyrean, a couatl, a sphinx, a unicorn