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Returning 35 results for 'come realms guilds to her reflections'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
recounted in dockside taverns tell of people lost to the sea—but not merely drowned and gone. Some unfortunates taken by the ocean live on as sea spawn, haunting the waves like tortured reflections
death.
Sea spawn come in a wide variety of forms. An individual might have a tentacle for an arm, the jaws of a shark, a sea urchin’s spines, a whale’s fin, octopus eyes, seaweed hair, or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
will: Tasha's hideous laughter
1/day each: major image, suggestionTheir hearts filled with joy, spring eladrin cavort through their sylvan realms, their songs and laughter filling the air. These
dinner, come with an empty stomach. Their goodwill extends to heaping portions.
Note to self: send some of my spring eladrin friends to visit Mordenkainen. That’ll teach him to lighten up.
TASHA
Monsters
Icewind Dale: Rime of the Frostmaiden
Celestial. If it hears words of Celestial spoken, the vampire must try to attack the source of those spoken words on its next turn. If these words come from multiple sources and from opposite directions, the
gnolls. Their noses can’t stand the scent of perfumes, and their ears can’t abide words spoken aloud in Celestial. They don’t cast reflections in mirrors unless they want to.
Unlike
Classes
Tasha’s Cauldron of Everything
. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and
spies.
Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many
Classes
Tasha’s Cauldron of Everything
. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and
spies.
Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many
Monsters
Planescape: Adventures in the Multiverse
primal evil power before other yugoloths or that they come from an epoch before the current manifestation of the planes. Baernaloths refuse to say, but most obsess over secrets and obscene lore regarding
while, baernaloths are disturbingly detached, observing their victims’ agony without emotion.A Baernaloth’s Lair
Whether in the hopeless realms of Hades or on the rare occasion they lurk
Backgrounds
Guildmasters’ Guide to Ravnica
affairs of other guilds is a great way to get squashed like a bug. (Neutral)
Bonds
d6
Bond
1
I cherish the finger of a family member who was petrified by a
the moss-covered building where I took part in my first reclamation mission.
5
I found something in the sewer that must never come to light.
6
I am forever grateful to the reclaimer who
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth
genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the
Backgrounds
Guildmasters’ Guide to Ravnica
against the schemes and ambitions of the other guilds, so much the better.
Skill Proficiencies: Arcana, Medicine
Languages: Two of your choice
Equipment: A Simic insignia, a set of
members are former members of other guilds.
Roll twice on the Simic Contacts table (for an ally and a rival) and once on the Non-Simic Contacts table.
Simic Contacts
d8
Contact
1
Backgrounds
Sword Coast Adventurer's Guide
In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the
traveled in Waterdeep’s baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or
Backgrounds
Guildmasters’ Guide to Ravnica
You’re a spy. Secrets and misinformation are your stock in trade. You skulk in the shadows, infiltrate other guilds, and steal the most precious secrets, whether they’re written in locked
. You can choose your secondary guild or roll to determine it randomly. This secondary guild membership determines a portion of your starting equipment and is also where most of your contacts come from
monsters
’lyeh. Dagon is the high priest of Cthulhu among the Deep Ones. Under his direction, that loathsome species seeks to infiltrate and overwhelm the terrestrial realms.
Unwitting Servitors. Dagon sits
scheme, Dagon is a benevolent sea deity who offers excellent fishing and good weather. In return, the cult follows the dictates of their ocean-dwelling allies and sometimes offer aid to strangers who come
races
To allow one’s mind to touch the planes is the ultimate dream of many an arcane spellcaster, and nowhere has that dream come closer to reality than in the lost city of Ulmyr’s Gate
two realms, often haunted by memories of the city’s destruction, of which they rarely if ever speak.
Disembodied Traits
Creature Type: HumanoidSize: Your size is Small or Medium, as you
races
by another heritage in the lands they’ve come to settle. In the duchies of the Charneault Kingdom, humans pay homage to the Spirits of Nature as taught to them by the elves. The modern
their realms are far from homogeneous, each with their own history and mix of folk from other heritages.
Of all human vices, ambition is thought to be the most insidious. Humans still dominate
Tabaxi
Legacy
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Species
Volo's Guide to Monsters
We had a tabaxi come through once, a few winters back. She kept the taproom packed each night with her stories and spent most days napping in a chair in front of the fireplace. We thought she was
wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren’t above a little discreet theft to get their claws
Dwarf
Legacy
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Species
Basic Rules (2014)
. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove
frivolous. Two things to be said for them, though: They don’t have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf
Kenku
Legacy
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Species
Volo's Guide to Monsters
structures that would collapse beneath a human or an orc.
Some thieves’ guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls
kenku make an easy living serving as messengers, spies, and lookouts for thieves’ guilds, bandits, and other criminal cartels. A network of kenku can relay a bird call or similar noise across the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
.
— Troy Denning, Death of the Dragon
Whether doughty warriors, idealistic young soldiers, or hard-bitten mercenaries, fighters are found everywhere in the Forgotten Realms. Even the most peaceful
lands have militia for protection against their enemies, and many great rulers in the Realms’ past were fighters of some sort. There are always opportunities for those who know how to handle themselves
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
.
— Troy Denning, Death of the Dragon
Whether doughty warriors, idealistic young soldiers, or hard-bitten mercenaries, fighters are found everywhere in the Forgotten Realms. Even the most peaceful
lands have militia for protection against their enemies, and many great rulers in the Realms’ past were fighters of some sort. There are always opportunities for those who know how to handle themselves
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
few exceptions, adventurers’ guilds are local in scope, since their primary benefits center on a guildhall. They might point you to adventures halfway across the world, but the general assumption is that you’ll always come home to your guildhall, sooner or later.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
few exceptions, adventurers’ guilds are local in scope, since their primary benefits center on a guildhall. They might point you to adventures halfway across the world, but the general assumption is that you’ll always come home to your guildhall, sooner or later.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Planeswalkers, he spends extended periods of time away from Ravnica. During his absences, Ravnica has to fend for itself, and that means that the guilds return to their old habits of fighting with each other
over the smallest scraps of influence that could tilt the balance of power in their favor. These conflicts erupt in a variety of forms. Sometimes guilds clash violently in the streets: Boros forces try
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Planeswalkers, he spends extended periods of time away from Ravnica. During his absences, Ravnica has to fend for itself, and that means that the guilds return to their old habits of fighting with each other
over the smallest scraps of influence that could tilt the balance of power in their favor. These conflicts erupt in a variety of forms. Sometimes guilds clash violently in the streets: Boros forces try
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Open for Business? If the characters intend to fix up and reopen the tavern in Trollskull Alley, they can expect to deal with various guilds without whose support the business is likely to fail
. Meat must come from the Guild of Butchers; ale and wine from the Vintners’, Distillers’, and Brewers’ Guild; and bread and pastries from the Bakers’ Guild. The list goes on. The “Tavern Keeping
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
mundane challenges presented? What part do the rulers or other power groups play in the safety—or the danger—of the population?
Then, more importantly, what can the heroes and adventurers of the realms
. With great power, however, comes the tendency to misuse that power.
Trade guilds, merchant groups, arcane organizations, or secret societies—all of them operate on the principle that combined might
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
determining the fate of millions in the Material Plane and even places beyond. Characters traverse otherworldly realms and explore demiplanes and other extraplanar locales, where they fight savage balor
ultimate destinies come to pass. A cleric might be taken up into the heavens to serve as a god’s right hand. A warlock could become a patron to other warlocks. Perhaps a wizard unlocks the secret to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
determining the fate of millions in the Material Plane and even places beyond. Characters traverse otherworldly realms and explore demiplanes and other extraplanar locales, where they fight savage balor
ultimate destinies come to pass. A cleric might be taken up into the heavens to serve as a god’s right hand. A warlock could become a patron to other warlocks. Perhaps a wizard unlocks the secret to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Preface Hail and well met, traveler! Welcome to a world of magic and adventure. Originally created by Ed Greenwood, the Forgotten Realms setting has been home to Dungeons & Dragons stories and games
for decades. Built for tales of swords and sorcery, the Realms initially grew and flourished in Ed’s D&D campaign, which featured heroes like the Knights of Myth Drannor in the Dalelands. Ed also
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Open for Business? If the characters intend to fix up and reopen the tavern in Trollskull Alley, they can expect to deal with various guilds without whose support the business is likely to fail
. Meat must come from the Guild of Butchers; ale and wine from the Vintners’, Distillers’, and Brewers’ Guild; and bread and pastries from the Bakers’ Guild. The list goes on. The “Tavern Keeping
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Preface Hail and well met, traveler! Welcome to a world of magic and adventure. Originally created by Ed Greenwood, the Forgotten Realms setting has been home to Dungeons & Dragons stories and games
for decades. Built for tales of swords and sorcery, the Realms initially grew and flourished in Ed’s D&D campaign, which featured heroes like the Knights of Myth Drannor in the Dalelands. Ed also
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of the Emerald Claw will surely follow.
Forgotten Realms. Abbey Isle lies off the west coast of the Dragon Reach, and a mariners’ guild from the Dalelands would like to control the island to help
routed from the island, the characters might gain unwanted attention from what remains of Netheril.
Mystara. The Minrothad Guilds are always interested in consolidating their power on the sea and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Having sensed that something is wrong with her beloved patron, Kettlesteam has come to the carnival seeking answers. The carnival owners refuse to speak to her—and until they come clean, she is
carnival to steal from ticketless victims. These thieves enter and exit through the Hall of Illusions, using it as a gateway to their mistresses’ splinter-realms of Hither, Thither, and Yon. The carnival
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Having sensed that something is wrong with her beloved patron, Kettlesteam has come to the carnival seeking answers. The carnival owners refuse to speak to her—and until they come clean, she is
carnival to steal from ticketless victims. These thieves enter and exit through the Hall of Illusions, using it as a gateway to their mistresses’ splinter-realms of Hither, Thither, and Yon. The carnival
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of the Emerald Claw will surely follow.
Forgotten Realms. Abbey Isle lies off the west coast of the Dragon Reach, and a mariners’ guild from the Dalelands would like to control the island to help
routed from the island, the characters might gain unwanted attention from what remains of Netheril.
Mystara. The Minrothad Guilds are always interested in consolidating their power on the sea and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
knowledge of the machinations of the diabolical realms. Adventurers come here to negotiate with powerful fiends, meddle in the Blood War, and free poor souls trapped in the Nine Hells.
Visitors to Avernus Extraplanar travelers come to Avernus from time to time. Such visitors include war profiteers looking to get rich trading weapons and armor, mad wizards who want to test their