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Returning 23 results for 'comfort waking religion'.
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Backgrounds
Curse of Strahd: Character Options
, Religion, or Survival
Languages: Choose two, one of which must be Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon
Equipment: A Monster Hunter's Pack;monster
You did terrible things to avenge the murder of someone you loved. You became a monster, and it haunts your waking dreams.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
—perhaps someone familiar with lore about the immortal but not directly inspired by it. Agents typically have proficiency in skills such as Arcana, History, and Religion. Innocent. Some characters have no
patron. The Visionary might hear the patron’s voice in dreams, see waking visions that convey the immortal’s will, or interpret signs in accordance with prophecy. Different backgrounds might suggest
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
into the waking world took on an unnatural form. Although these young women mirror the personalities of Tsien Chiang’s true daughters and their doubles in the dream version of I’Cath, their forms and
the daughters from sleeping. If offered comfort and kindness so that the four sisters are all equally at ease, the daughters are able to fall asleep (see “Disrupting the Dream”). Tsien Chiang’s four
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
bonds of trade that united and diversified them. As the civilizations of Krynn rebuilt, and new societies arose, the world learned to live with a jarring truth: the gods were truly gone. Religion on Krynn
comfort. Some of these new faiths were founded by charlatans, others by zealots. Some claimed the names of the gods, others dismissed them entirely. In this radically changed world bereft of immortal insight, truth became subject to conjecture, even among Krynn’s most dedicated scholars.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
ministrant with a staff of knights and syndics. These sites are centers of commerce clothed in the trappings of religion, where lowly borrowers come to seek atonement for their sins — atonement that is
, ordered life amid the chaos — for a price. The Orzhov believe that adherence to hierarchy is the key to success, and they find great comfort in the rigid structure of their guild. To boost their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creatures to pass through the cavern, so the Stonecloaks avoid this area. Casting a spell of 1st level or higher in this cavern has a chance of waking the mummy lord equal to the spell’s level × 10 percent
waking the mummy lord equal to the spell’s level × 10 percent. Gorka Tharn was a duergar priest of Laduguer, now transformed into a mummy lord, with these changes: The mummy lord speaks Dwarvish and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
only in the comfort of their homes. The Sunweaver Most Sangarians revere the Sunweaver—or pretend to. Locally, the Sunweaver’s faith uses an upright torch topped with a blazing sun as its symbol
, though its ranks contain both tender-hearted civil servants and disciplinarians who relish chastising citizens for misdemeanors. Names Sangarian names are drawn from lineage, religion, and literature
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
use them to guide what sort of adventures you’ll create. Content and Themes Questions Start your survey by listing common story and horror elements to determine your players’ comfort with them. The
Romantic in-character dialogue Themes of mental and physical health involving the body and the mind Real-world religion and politics, or analogs of them Topics related to real-world social or cultural
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
’ comfort. Characters who stay in this area for more than 1 hour suffer the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide). 12a. Arch Gate Ceiling. This room has a 30-foot-high, domed
his head. A character who succeeds on a DC 15 Intelligence (Religion) check recognizes the old man as a representation of Bahamut, the god of good dragons, in human form, and the seven canaries as his
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
forming a spectral shadow of the soul. The light shed by an undying doesn’t generate heat, but it provides a sense of warmth and comfort. The most powerful of the undying can separate their spirits
)
Saving Throws Con +6, Int +7, Wis +9
Skills Arcana +7, History +11, Insight +9, Perception +9, Religion +7
Damage Vulnerabilities necrotic
Damage Immunities poison, radiant
Condition
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
most of his waking hours in here, attempting to decipher Thalivar’s coded research notes (see area H6). See “Dealing with Gallio Elibro” for advice on roleplaying the wizard if he’s present when the
with her forefinger pressed to her lips in a hushing gesture. Characters who succeed on a DC 15 Intelligence (Religion or Arcana) check recognize her as Mystra, goddess of magic. Thalivar’s notes are
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
giant’s waking hours are taken up with meeting its responsibilities, whether that is a low-ranking pursuit or an artistic one. A tribe’s chieftain or another leader such as a shaman determines when the
tribe’s guards and hunters are on or off duty. Other giants align their sleeping and waking schedules with stone giants higher in the ordning from whom they seek to learn. Masters of the arts can ask
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
a seed.” A character who succeeds on a DC 12 Intelligence (History or Religion) check recognizes these statues as devout figures from local legends who earned the favor of the gods. If Ollin is with
Izel’s plan to collect offerings and cast them into volcanoes across the region, waking dozens of other tlexolotls. It can also relate any other detail of the Izel’s plot from the adventure’s background
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
fight with the town militia. Any character who succeeds on a DC 8 Dexterity (Stealth) check can creep around in the cave without waking the ogre. The character must repeat the check after disturbing an
. It otherwise uses the polar bear stat block. A character who succeeds on a DC 14 Dexterity (Stealth) check can sneak around in the cave without waking the bear, but only in the dark. A light source
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-building, beast taming, mining, smelting, forging, and religion. If the tribe has any spellcasters, this caste includes them. Lashers follow the lead of the tribe’s boss, and enforce their will on
large chambers and a few smaller ones, with tunnels connecting them. In such a place, the tribe can protect its most valuable assets while providing for a modicum of comfort. Most lairs have only a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Stain • Lord’s Favor • Little Dagger • Mother Tongue • Cold Comfort • Summer Gold • Widow’s Wake
Reservation on Hold. The three people at the table nearest the door include Luna and Thalen (CG female
fidgets with the medallion she wears, especially when trying to remember something. A DC 12 Intelligence (Religion) check notes that priests often wear such medallions, engraved with their holy symbol
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
creature succeeds on a DC 16 Dexterity (Stealth) check. Shrine to Oghma. A character who examines the shrine and succeeds on a DC 10 Intelligence (Religion) check recognizes the image on the shrine as the
at the far end of the hall stands a jagged sculpture of an emaciated hand with one eyeball in its palm.
A character who succeeds on a DC 11 Intelligence (Religion) check recognizes the sculpture as
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Arcane Octad (see "Rite of the Arcane Octad"), they must craft a wand from the wood of this tree. Gathering wood without waking the tree requires a successful DC 20 Dexterity (Stealth) check. If the
(Religion) check, a character recalls that a crystal ball filled with eyes is the symbol of Savras, god of divination. Orb of Divination. The stone plinth upon which the orb rests is engraved with
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, to try new things, to imagine what they desire and then pursue it, and to be kind to others. In return for this freedom from the usual requirements of religion, Corellon expects them to address
some task that only the god can comprehend. Before this gathering begins, the elves who have been selected start to have powerful dreams and waking visions, urging them to travel to a certain location
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
with the image of a golden sun on its outside. Characters who succeed on a DC 10 Intelligence (Religion) check recognize it as the holy symbol of Siamorphe, demigod of nobility. Gilded mirrors and
Room Lady Cassalanter’s attendant, Tissina Khyret (see “Head Servants”), spends most of her time here when she’s not with her mistress. The room is furnished for comfort and includes overstuffed
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
in the bunks. Characters who enter the room must succeed on a DC 17 Dexterity (Stealth) check to avoid waking the goblins. If awoken, the goblins in the bunks flee and call for help. However, a
base is a strange symbol. Smears of a strange, dark, dripping fluid mar the iconography.
A character who succeeds on a DC 17 Intelligence (Religion) check recognizes the iconography of the defaced
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
canyon beyond the monastery walls. Two doors lead from this room to the north, and one to the south.
The cultists spend little time in this common room. They spend most of their waking hours
(Religion) check to identify the erased marks (a dwarf succeeds automatically). The runes show that the temple was once dedicated to Moradin. Bronze Lever. The lever triggers the collapsing stair trap
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
and Fierna, joint rulers of the fourth layer of the Nine Hells. A character who succeeds on a DC 20 Intelligence (Religion) check recognizes the archdevils and the plane on which the hall resides. A
themselves known, Drelnza yawns and passes a hand across her brow, making a show of waking from a long, magical sleep. She introduces herself and welcomes her “rescuers,” inquiring about the outside