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Returning 35 results for 'compound ranges gods to have relatively'.
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Species
Spelljammer: Adventures in Space
it, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their
of the race in question.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to
Species
Spelljammer: Adventures in Space
Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light. That light manifests
characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly
Tortle
Legacy
This doesn't reflect the latest rules and lore.
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Species
The Tortle Package
dozen) in a fortified compound enclosed by stone walls that are easily defensible. If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound
, defending their offspring, and sharing a lifetime of knowledge before they die. When the children are old enough to leave the compound, they pick up whatever weapons and tools their parents left behind and
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
pages were tales of bold heroes, strange and fierce animals, mighty primitive gods, and a magic that was part and fabric of that distant land.
— Elaine Cunningham, Daughter of the Drow
In the
build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves
Halfling
Legacy
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Species
Basic Rules (2014)
that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife
. They are inclined to be stout, weighing between 40 and 45 pounds.
Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have
Dwarf
Legacy
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Species
Basic Rules (2014)
human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.
Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most
ancient strongholds in the youth of the world, and don’t abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
2. Walled Compound Smoke drifts lazily from a walled compound. The gate lies in splinters, and scorch marks deface the buildings. Near the center of the compound is a plaza littered with charred
human corpses. One of the corpses is being torn apart by a pack of wild dogs.
The Red Wizards seized this compound as their base of operations in Omu, but yuan-ti attacked and nearly wiped them out
races
Mordenkainen Presents: Monsters of the Multiverse
have lived on the worlds of the Material Plane since the worlds’ creation. Gifted by the gods with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can
survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Small and Practical The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively
’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Otherworldly Patrons The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence — not gods, but almost godlike in their power. Various patrons give their
warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to
Warlock
Legacy
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Classes
Basic Rules (2014)
relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon
and grows in power, at the cost of occasional services performed on the patron’s behalf. The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity — beings not typically served by clerics. More often, though
warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity — beings not typically served by clerics. More often, though
warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Otherworldly Patrons The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence — not gods, but almost godlike in their power. Various patrons give their
warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
impartial and balanced canvas of the Outlands: a broad region whose boundless terrain blends to match the extreme forces that shape it. Arid, flame-scarred plains give way to heroic mountain ranges
sculpted in the likenesses of gods, moldy caverns ruled by sapient fungi, bottomless seas, and anything else that makes for great adventures. This chapter provides information for the Dungeon Master about
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
with multiple coastlines. Next, sketch in any major mountain ranges. Foothills form a transition between the mountains and lowlands, and broad patches of gentle hills might dot the region. That leaves
the rest of your map for relatively flat terrain: grasslands, forests, swamps, and the like. Place these elements as you see fit. Map out the courses of any rivers that flow through the area. Rivers
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of
demons and angels, and the dominions of the gods. Many spells and magic items can draw energy from these planes, summon the creatures that dwell there, communicate with their denizens, and allow
races
Mordenkainen Presents: Monsters of the Multiverse
inhabited before Maglubiyet’s rise. Now many goblins pursue their own destinies, escaping the plots of both archfey and gods.
Creating Your Character
At 1st level, you choose whether your
characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly
Orc
Legacy
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races
Mordenkainen Presents: Monsters of the Multiverse
devotion to other gods.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these
a century, that fact is mentioned in the race’s description.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
planes of existence. It encompasses every world where Dungeon Masters run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw
elemental matter and energy, realms of pure thought and ethos, the homes of demons and angels, and the dominions of the gods. Many spells and magic items can draw energy from these planes, summon the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Core Assumptions The rules of the game are based on the following core assumptions about the game world. Gods Oversee the World. The gods are real and embody a variety of beliefs, with each god
claiming dominion over an aspect of the world, such as war, forests, or the sea. Gods exert influence over the world by granting divine magic to their followers and sending signs and portents to guide them
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
centaurs—the Lagonna and the Pheres—roam the hills and grasslands between the three poleis. The leonin hunt in the valley of Oreskos, nestled between the two mountain ranges. Satyrs dwell in a smaller
territories of the great human poleis to the dizzying peaks of the Oraniad Mountains. The line between legend and location often blurs in Theros, though. While the residents of a polis can be relatively
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds
.
Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
prophecies, potentially drawing in secrets of the other gods or of reality itself. It is relatively easy for a mortal to lose Keranos’s favor because the god is quick to anger and doesn’t suffer failure
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
8. Unkh’s Shrine Swirly carvings decorate two obelisks at the entrance to this compound. An overgrown courtyard lies under the shade of tall palms. Stone doors seal the entrance to a windowless
shrine, with a smaller ruin standing nearby.
The shrine to the trickster god Unkh (represented by a flail snail) contains one of nine puzzle cubes needed to enter the Tomb of the Nine Gods. 8A. Shrine
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Annam and the Ordning Most giants revere a pantheon of gods comprising Annam and his divine children—a pantheon they call “the Ordning” because it is the archetype of the ordning that structures
ten gods, generally recognized as his children, are more important in most giants’ view. The Gods of the Ordning table summarizes key information about these gods. Annam Annam is a complicated figure
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
top of the parapet down to the compound. A set of locked, ironbound wooden doors at ground level provide access to storerooms and cellars located underneath each watch post. Picking a door lock requires
designed to amplify sound, allowing the ringing of each gong to be heard as far as two miles away. Any other watch posts within that range ring their gongs as well, putting more of the compound on
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, and the characters could trick the vegepygmies to unify against a common enemy. Kobolds Nine deadly shrines hold the secret to entering the Tomb of the Nine Gods. To maintain the shrines’ traps
barely aware of the kobolds’ existence. Red Wizards of Thay A group of Red Wizards entered the city a couple of days prior to the characters’ arrival. They camped in the ruined compound at area 2, but
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
temples of its many gods, several organizations operate across national borders in pursuit of their goals. Some of these organizations could serve as patrons or allies of adventurers in a Greyhawk
, those touched by the gods, creatures born with supernatural power, and individuals who study the secrets of the multiverse. Histories and fireside tales are filled with the exploits of those who
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
perfectly still and pose no threat as long as the tomb remains relatively quiet. If any character talks loudly, steps on a piece of broken pottery, or makes any other equivalent noise while in the tomb, read
is destroyed if it leaves the Tomb of the Nine Gods (but see "Lost Treasures"). Shagambi’s Spirit. The spirit of Shagambi tries to inhabit any character who touches the mandolin (see "Spirits of the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Religion In many domains, locals maintain chilly relationships with aloof deities, knowing “the gods” only through hollow rituals and clergy with scant supernatural powers. Conversely, some people
privately worship ancestral gods—deities of their family’s tradition with whom they form deep, personal connections. Divergent faiths abound, and some that begin as charlatanry inexplicably gain the power
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
character’s renown within an organization can never drop below 0. Piety With a few alterations, the renown system can also serve as a measure of a character’s link to the gods. It’s a great option for
campaigns where the gods take active roles in the world. Using this approach, you track renown based on specific divine figures in your campaign. Each character has the option to select a patron deity
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
4. Shagambi’s Shrine A ruined shrine stands at the heart of this walled compound. Tall monoliths flank the entrance, decorated with images of a jaguar with six snakes sprouting from its shoulders. A
stone door is set into the shrine beyond.
The shrine to the trickster god Shagambi (represented as a kamadan) contains one of nine puzzle cubes needed to enter the Tomb of the Nine Gods. Two mated
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
behavior. The Ogres For reasons I can’t fathom, Harstvale and its surrounding mountain ranges host many tribes of ogres — indeed, not mere family groups, but whole tribes of them! Whereas elsewhere ogres
culture is surprisingly sophisticated. Different tribes worship different gods, Vaprak being the one I heard most about, and these differences in religion apparently set the tribes against each other
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
remained standing for generations. Gravel Hide Clan. The Gravel Hide clan believes that resilience is the truest measure of strength. Though a relatively new group, its members have already earned a
their druids perform guttural chants before and during battle that are said to be in the language of the old gods.
Zhur-Taa druids are adept at summoning and training beasts as war-companions and