Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'con resolve gods to have relatively'.
Classes
Tasha’s Cauldron of Everything
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to
stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.
Clerics of the Peace Domain preside
Classes
Tasha’s Cauldron of Everything
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to
stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.
Clerics of the Peace Domain preside
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
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
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
allowing creatures to enter or leave the city. She even bars gods from stepping foot in the city—a ban she can extend to anyone at any time. The Lady knows when any creature uses a portal and can block
Lady can cause all the city’s portals to cease functioning. This grinds the city to a halt; food and drink can’t enter the city, sewage and refuse pool in the streets, and corpses stack in the Mortuary with no hope of being interred. This compels the factions to quickly resolve their conflicts.
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Time in the Campaign Most conflicts in a D&D campaign take weeks or months of in-world time to resolve. A typical campaign concludes within a year of in-world time unless you allow the characters to
werewolves with a particularly strong bloodlust. The appearance of a comet in the sky might portend all manner of significant events. The festivals of the gods can serve as opportunities to launch adventures, especially if the gods themselves are involved.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Cultist Doomsayer and Fanatic Cultists devote themselves to their faith’s leaders and otherworldly masters. While this zeal grants cultists no magical powers, it gives them remarkable resolve in the
+1 (11)
HP 9 (2d8)
Speed 30 ft.
Ability Score Mod Save
Str 11 +0 +0
Dex 12 +1 +1
Con 10 +0 +0
Ability Score Mod Save
Int 10 +0 +0
Wis 11 +0 +2
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->Tyranny of Dragons
relatively (if not entirely) safe. Check for a random event each day by rolling a d20. On a roll of 16 or higher, one or more events occur as indicated below: 16 means an event occurs in the morning 17
recommend 300 XP per character for each situation the heroes resolve successfully. Ideally, the characters have the chance to complete eight or nine of these events. If you use the milestone experience
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->Hoard of the Dragon Queen
relatively (if not entirely) safe. Check for a random event each day by rolling a d20. On a roll of 16 or higher, one or more events occur as indicated below: 16 means an event occurs in the morning 17
recommend 300 XP per character for each situation the heroes resolve successfully. Ideally, the characters have the chance to complete eight or nine of these events. If you use the milestone experience
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
horrible deaths. One such dungeon lies under the lost city of Omu. This dungeon is called the Tomb of the Nine Gods, for Acererak slew nine false gods and sealed them within it. More recently, he built a
necromantic device called the Soulmonger, then hid it in the heart of the tomb. ACERERAK’S TRAITS
Ideal. “Why be a god when I can be a creator of gods?”
Bond. “I build dungeons to trap and slay
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
roc’s body makes it relatively easy to saddle and ride, and it is typically equipped with armor plating on its head and chest. Skyjek rocs are headstrong and impulsive, but their bravery makes them ideal
)
CON
14(+2)
INT
3(−4)
WIS
10(+0)
CHA
8(−1)
Saving Throws Dex +3, Wis +2
Skills Perception +2
Senses passive Perception 12
Languages —
Challenge 2 (450 XP)
Keen
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Aboleth Before the coming of the gods, aboleths lurked in primordial oceans and underground lakes. They reached out with their minds and seized control of the burgeoning life-forms of the mortal
realm. Their dominance made them like gods. Then the true gods appeared, smashing the aboleths’ empire. Aboleths have never forgotten. Eternal Memories. Aboleths have flawless memories. They pass on their
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Oracle Oracles posses the ability to interpret the patterns and language of Nyx, divining from it the flow of fates and the will of the gods. Most of these gifted—or cursed—mortals communicate with a
as oracles seek insights from interpreting the divine, so too do gods occasionally seek to manipulate the world through oracles. Sometimes a god might speak directly, be it with dramatic
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
and sea under the blessings of piscine gods. Kuo-toa undertake contrived plots to propel themselves to dominance, often kidnapping people to learn their secrets or making dubious sacrifices to bizarre
gods. These marauders lurk in wet places, eager to shed blood and claim plunder. Kuo-Toa Marauder Medium Aberration, Neutral Evil
AC 12 Initiative +0 (10)
HP 22 (4d8 + 4)
Speed 30 ft., Swim 30
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Orc Many of the orcs who live in and around the Sword Mountains worship a pantheon of violent gods, the mightiest being Gruumsh. Orc
Medium humanoid (orc), chaotic evil
Armor Class 13 (hide armor
)
Hit Points 15 (2d8 + 6)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
7 (-2)
WIS
11 (+0)
CHA
10 (+0)
Skills Intimidation +2
Senses
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragon Blessed Dragon blessed are the acolytes of dragons, whom they revere as gods. They wield magic to heal and support those who have earned their dragon masters’ favor—and scourge those who incur
Blessed
Medium Humanoid, Any Alignment
Armor Class 14 (scale mail)
Hit Points 75 (10d8 + 30)
Speed 30 ft.
STR
12 (+1)
DEX
10 (+0)
CON
16 (+3)
INT
14 (+2
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those
forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain. Human Cleric of Peace Clerics of the Peace Domain preside
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
past, today their prides largely avoid contact with other peoples and spurn the gods that ignored their plight. Since then, the leonin have flourished, finding strength in their bonds with one another
, but those who hunt the servants of the gods rather than game are known as leonin iconoclasts. Leonin Iconoclast While leonin don’t deny the existence of the gods, most denounce them, believing the
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->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
through their weapons, and they can rescue warriors from a perilous situation by using their gods-given power of teleportation. Astral Elf Commander
Medium Humanoid, Any Alignment
Armor Class 17 (half
plate)
Hit Points 143 (26d8 + 26)
Speed 30 ft.
STR
12 (+1)
DEX
15 (+2)
CON
13 (+1)
INT
18 (+4)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws Dex +5
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
Star Lancer Drifting in the Astral Sea are the petrified husks of dead gods, their colossal bodies riddled with natural tunnels and caverns. While exploring the innards of one of these dead gods
)
DEX
15 (+2)
CON
15 (+2)
INT
10 (+0)
WIS
13 (+1)
CHA
8 (−1)
Saving Throws Dex +4, Con +4
Skills Perception +3, Stealth +4
Damage Resistances
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Astral Elf Star Priest Star priests draw their strength from the pantheon of elven gods and oversee religious practices in astral elf society. It’s common for them to serve aboard spelljamming ships
, not only as emissaries of the gods but also as spelljammers. Astral Elf Star Priest
Medium Humanoid (Cleric), Any Alignment
Armor Class 13 (chain shirt)
Hit Points 90 (20d8)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Athar Null The Athar deny the legitimacy of gods, believing the so-called deities are merely powerful spellcasters. To combat false gods, Athar nulls train to negate the powers of those with magic
.
STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
15 (+2)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws Dex +6, Wis +5
Skills Investigation +8, Perception +5, Stealth +6
Senses passive
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of elven gods. These gods have been known to send pegasi to the Material Plane to aid those in need. Pegasi Nests. Pegasi mate for life, build their nests in hard-to-reach locations, and give birth to
live young. Pegasus
Large celestial, chaotic good
Armor Class 12
Hit Points 59 (7d10 + 21)
Speed 60 ft., fly 90 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, or stranger shapes, these beings are messengers of the gods and aides to those gods’ servants. Iotas have their own knowledge and personalities, though they might know little more than the realms and
−5 −5
Dex 14 +2 +2
Con 10 +0 +0
Ability Score Mod Save
Int 15 +2 +2
Wis 16 +3 +3
Cha 16 +3 +3
Skills History +4, Insight +5, Perception +5
Compendium
- Sources->Dungeons & Dragons->Monster Manual
gives them remarkable resolve in the face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices. Cultist Medium or Small
Humanoid, Neutral
AC 12 Initiative +1 (11)
HP 9 (2d8)
Speed 30 ft.
Ability Score Mod Save
Str 11 +0 +0
Dex 12 +1 +1
Con 10 +0 +0
Ability Score Mod Save
Int
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. However, the gods sometimes send a unicorn to guard sacred artifacts or protect specific creatures. When the forces of darkness strike against an individual the gods wish to protect, they might send
that individual to a unicorn’s forest, where evil creatures pursue at their peril.
Unicorns most often serve deities of the forest and woodlands, including the gods of benevolent fey. Although all
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
poorly to changing circumstances. They can’t read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively
Class 13 (armor scraps)
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
15 (+2)
INT
6 (−2)
WIS
8 (−1)
CHA
5 (−3)
Damage
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
warrior of the tribe or a tribe member blessed by the gods. Tribal Warrior
Medium humanoid (any race), any alignment
Armor Class 12 (hide armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
13
(+1)
DEX
11 (+0)
CON
12 (+1)
INT
8 (−1)
WIS
11 (+0)
CHA
8 (−1)
Senses passive Perception 10
Languages any one language
Challenge 1/8 (25 XP)
Pack
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
dhergoloths are little more than brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however
Neutral Evil
Armor Class 15 (natural armor)
Hit Points 119 (14d8 +56)
Speed 30 ft.
STR
17 (+3)
DEX
10 (+0)
CON
19 (+4)
INT
7 (-2)
WIS
10 (+0
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, they either
)
Hit Points 119 (14d8 +56)
Speed 30 ft.
STR
17(+3)
DEX
10(+0)
CON
19(+4)
INT
7(−2)
WIS
10(+0)
CHA
9(−1)
Saving Throws Str +6
Damage Resistances