Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'complex replaces guides to have realms'.
Other Suggestions:
complex replaced guilds to have realms
complex replace guilds to have realms
complete replaced guides to have realms
complete replace guides to have realms
complex replaced guide to have realms
Magic Items
Acquisitions Incorporated
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
alignment changes to chaotic neutral, and you are compelled to engage with and explore the most dangerous planar realms.
Master of Travel. While all six components of the Orrery of the Wanderer are
Backgrounds
Acquisitions Incorporated
and realms of magic and mystery just a dungeon away, you left your old life behind. Now a world of adventure is yours. Just initial here and sign here and here. Absolve Acq Inc of all former claims, and
of that system. Even when the law is not on your side, you can use complex terms like ex injuria jus non oritur and cogitationis poenam nemo patitur to frighten people into thinking you know what you
Species
Van Richten’s Guide to Ravenloft
alongside complex designs for clockwork organs.
6
You were released after being petrified for generations. Your memories have faded, though, and your body isn’t what it once was.
7
Your
body hosts a possessing spirit that shares its memories and replaces your missing appendages with phantasmal limbs.
8
In public, you pass as an unremarkable individual, but you can feel the
Classes
Tasha’s Cauldron of Everything
Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells
destruction unleashed by certain artificers’ creations.
In the Forgotten Realms, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
path to satisfy their obsessions become wandering tinkers and minstrels.
These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones
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
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
orc Gatekeeper called Rhasshaven seeks the characters’ help. The Dreaming Dark replaces the Elder Elemental Eye. Forgotten Realms. The Sword Coast’s Dessarin Valley is plagued by evil related to
elemental forces. The temple is located in the Sumber Hills. Laeral Silverhand, the Open Lord of Waterdeep, replaces Queen Yolande.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Friendly Guides In each of Prismeer’s splinter-realms, the characters can find a guide—a disloyal minion of the Hourglass Coven—who is willing and able to lead them from one splinter-realm to another
. While in the company of one or more of these guides, the characters can move through the mist separating Prismeer’s splinter-realms without being turned back. These guides are as follows
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
.
5 You awoke in an abandoned laboratory alongside complex designs for clockwork organs.
6 You were released after being petrified for generations. Your memories have faded, though, and your
body isn’t what it once was.
7 Your body hosts a possessing spirit that shares its memories and replaces your missing appendages with phantasmal limbs.
8 In public, you pass as an unremarkable individual, but you can feel the itchy straw stuffing inside you.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, with the Material realms at the center. The Inner Planes form a wheel around the Material Plane, enveloped in the Ethereal Plane. Then the Outer Planes form another wheel around and behind (or above
Realms suspended between two other realities: the Astral Realms (the Astral Plane and the Outer Planes) above and the Elemental Realms (the Inner Planes) below A cosmology with fewer planes: a Material
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characters can move between these splinter-realms only if they have the right fey guides to help them. Chapter 5 describes the Palace of Heart’s Desire, where the archfey Zybilna and her court are frozen in
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. By hiring skilled merrenoloth pilots to navigate the river, a demon lord can transport an invasion force of enormous size. Mimicking a complex dance, the two sides shift their attacks and trade
the Nine Hells. Whether by cosmic chance or the design of some unknown power, the dark waters of the Styx provide passage between the two planes, but pathways to other realms are at best fleeting and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
wandering tinkers and minstrels. These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones learning their way in the world. They travel in
trade for items that spark their interest. Tabaxi reluctantly accept gold, but they much prefer interesting objects or pieces of lore as payment. These wanderers keep to civilized realms, preferring to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, planes, and possibilities. Travel between incredible realms is common, especially via portal-rich locales like Sigil and the Outlands (detailed in this book). Adventurers are likely to see multiple
greatest characters and monsters in situations where they’re not pitted against one another. You’ll see these concepts highlighted throughout this book and its companions. Use these themes as guides and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, the forges grew quiet, the foundries cooled, and the dwarven masters left their workbenches to darkness and departed to other realms. When Vanifer was first drawn to the complex, she instructed her
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
three members. The fey domain of Prismeer is divided into three splinter-realms, which adventurers explore with the help of three guides.
Hidden within the adventure are numerous other mentions of the
to keep track of where the characters are in the carnival at any given time. The reverse side of the poster map shows the Feywild domain of Prismeer, now divided into three splinter-realms called
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Wizardly Groups Many wizardly groups exist in the Forgotten Realms, but two, in particular, stand out. The Red Wizards The most infamous group of wizards in the Realms are the Red Wizards of Thay
. Garbed in their distinctive red robes, the Red Wizards have sought to expand their power and to extend Thay’s influence across the Realms, particularly in lands in the East. They shave their heads and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, and to accepting ourselves.” Mirror Magic When any creature holds The Price of Beauty and gazes into the mirror, the image of Sune replaces their own reflection and speaks in a soft voice, saying
fright when it speaks to her.) The mirror’s unique illusion magic reacts and responds to the creature looking into it. Though it is not sentient and cannot answer complex questions, the mirror offers
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
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
planes. Over time, your alignment changes to chaotic neutral, and you are compelled to engage with and explore the most dangerous planar realms. Master of Travel. While all six components of the Orrery of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
adventure by Randy Maxwell began as an urban sandbox with the characters investigating a thieves’ guild. The guild’s headquarters concealed a temple to Mask, the god of thieves in the Forgotten Realms
, and the doors to the complex were insidiously trapped. Each of the twenty-two doors had one card from the Deck of Many Things built into it, so the door couldn’t be opened without drawing the card
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
). Rain and snow fall only in the part of the plane nearest to the Plane of Water. Most of the Plane of Air is a complex web of air streams, currents, and winds called the Labyrinth Winds. These range from
among the Labyrinth Winds are hidden realms reachable only by following a particular sequence of flowing winds, and thus largely protected against attackers. One such realm is fabled Aaqa, a shining
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
-elemental Plane of Ice. Although few landmarks distinguish one area of the Plane of Air from any other, the following are notable features of the plane: Aaqa Here and there are hidden realms reachable only
dedicated to law and good, and they maintain a vigilant watch against the depredations of Elemental Evil. They are served by aarakocra. Labyrinth Winds Much of the Plane of Air is a complex web of air streams
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Tabaxi hunters are trained to survive in the wild, making them excellent guides. Tabaxi minstrels gather in small troupes and make themselves at home in any settlement, earning coin through music and
storytelling. Names. A tabaxi typically has a single name, determined by his or her clan and based on a complex formula involving astrology, prophecy, clan history, and other factors. Male and female
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chatter. Map 2.2: Ataaz Muhahah Symbolic mazes are carved prominently onto the bridge and its supports. Any Chultan and most guides can confirm that maze symbols and the solving of mazes are associated
placing a fingertip at the center of one of the bridge’s mazelike carvings and tracing an unbroken path past the statue. Guides who are natives of Chult would know this. The symbolic labyrinths aren’t
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
fill the realms of Theros, a new setting for your Dungeons & Dragons campaign to explore. The roots of Theros lie in the myths of ancient Greece, tales dominated by gods, heroes, and monsters. This
. It also guides you through creating characters destined to be legends and adventures born of this mythic setting. Chapter 1 covers the heroes of Theros: the races, class options, and backgrounds
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
masthin shoots and dragonshards. The uneasy peace threatens to break down, renewing the conflict between settlers and lizardfolk. An alliance in Q’barra can involve disparate factions, as complex agendas
bring together the Cyran diaspora, dragonmarked houses, and even the Inspired.
Forgotten Realms. A lizardfolk lair has been discovered close to the town of Saltmarsh, threatening the town and traffic
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
The Xanathar Guild The Xanathar Guild is a thieves’ and slavers’ guild operating underneath the city of Waterdeep in the Forgotten Realms setting. The guildmaster is a beholder — the latest in a
criminal territory as possible. The Xanathar’s bond is its lair, an elaborate cavern complex created by its predecessors, carved out between the twisting sewers of Waterdeep. It almost never leaves its home
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
purpose. Some gnome communities make a practice of sending young adults away from the burrow as a rite of passage, encouraging them to explore the realms of humans, dwarves, and elves for a time, with
rock gnome rogue on a dungeon expedition, if not lost in thought, can steer a party clear of many obstacles. Even the most complex magical or mechanical traps can be disarmed by a rock gnome who takes
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
settlements near the giants’ realm. 2 Convinced she is the rightful ruler of another giant’s domain, a giant launches an invasion, heedless of the inhabitants of the lands between the giants’ realms. 3
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
villainous beings become Darklords, able to exercise great power but confined to realms that twist their desires, capturing them in cycles of dread and despair. Mists surround each of the Domains of Dread
a character is already suffering a despair effect and fails the saving throw, the new despair effect replaces the old one. After finishing a Long Rest, a character can attempt to overcome the despair
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
dragons and giants. Western Flanaess. The Baklunish peoples and nations navigate complex political relationships. Living History
Greyhawk has a long history of ancient empires and more recent wars, but
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
of the Forgotten Realms. Halaster eventually disappeared, as have all his apprentices, but the massive complex he built remains to this day. For untold years, the secrets of Undermountain remained
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
a sword? They promised to teach you! Think you have what it takes to sling spells? They’ve got masters who’ll have you throwing fire in no time! With the promise of untold treasures and realms of
your side, you can use complex terms like ex injuria jus non oritur and cogitationis poenam nemo patitur to frighten people into thinking you know what you’re talking about. With common folks who don’t
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
mines near the River Mirar and finding great, near-endless veins of gems. Like many of the dwarven realms, Gharraghaur fell to marauding orcs, which destroyed the kingdom and its capital city but
guides and “the people who know the right people” in human-dominated cities everywhere along the Sword Coast and in much of the Heartlands. Most adult Mierren have dealings with a variety of human
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Elder Runara is the leader of Dragon’s Rest. She appears as a human woman, but she is actually an adult bronze dragon disguised in human form. She guides the residents of the cloister in their
of which runs across her left eye, which is milky and blind. An elegant prosthetic made from wood and metal replaces her right leg below the knee. Varnoth was a feared general at the head of a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Southern Isles Off the coast of the southern realms of Faerûn, even south of the Moonshae Isles, are some smaller, less influential island nations. The Nelanther, just across Asavir’s Channel from
this event is the climax of a trick so long and complex that even a gnome can envy its scope. Nimbral today is much as it has always been: far-flung and secretive. Where the island went, what it did