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Returning 35 results for 'concerns ruins gain to her regions'.
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Classes
Player’s Handbook
Hunt for Treasure as a Classic Adventurer
A mix of burglar, treasure hunter, and explorer, you are the epitome of an adventurer. In addition to improving your agility and stealth, you gain abilities useful for delving into ruins and getting maximum benefit from the magic items you find there.
Monsters
Monster Manual
create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life.
The region containing a vampire’s lair is warped by its presence
mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that rest.
Mists. The area within 1 mile of the lair is Lightly Obscured by a persistent, creeping fog. The vampire
Classes
Player’s Handbook
pursue lives of crime or domination.
But the lure of knowledge calls even the most unadventurous Wizards from the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most
magic available in the present age.
Becoming a Wizard...
As a Level 1 Character
Gain all the traits in the Core Wizard Traits table.
Gain the Wizard’s level 1 features, which are listed
Classes
Player’s Handbook
regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.
Becoming a Druid...
As a Level 1 Character
Gain all the
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles
Genasi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in
bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faerûn, along the coast from Calimshan north
Monsters
Eberron: Rising from the Last War
strength as their servants — the fiends known as the Lords of Dust — scheme to unleash their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And
as they grow stronger, they gain more influence.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical
Magic Items
Storm King's Thunder
with a ring of seven tiny blue gems at the top.
You gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic club.
You can use the properties of the Wyrmskull
(hidden in the Sea of Fallen Stars), the Sondarr Scepter (location unknown), the Torglor Scepter (held by the Ryscelsar noble family of Halruaa), the Ultoksamrin Scepter (lost in the ruins of Myth Ondath near the Great Glacier), and the Xothaerin Scepter (location unknown).
Monsters
Eberron: Rising from the Last War
— an ancient lich said to dwell in a castle of bone and ice in the coldest regions of the Lhazaar Principalities. Some stories say that she is served by a legion of undead and that she maintains a
for personal gain, but Illmarrow cares for nothing except increasing her necromantic knowledge and finding a way to restore her lost mark.
LADY ILLMARROW AND THE BLOOD OF VOL
The Blood of Vol and
Monsters
Fizban's Treasury of Dragons
.
Emerald Dragon Lairs
Emerald dragons make their lairs in caves and subterranean ruins, favoring locations that have been abandoned—and ideally forgotten—by other creatures. They are most
, or crumbling ruins designed to disorient intruders. Circuitous routes within the lair provide the dragon with numerous ways to evade pursuit, while strategically designed choke points allow them to
Monsters
Fizban's Treasury of Dragons
for a history of the gods the dragon is compiling.
Emerald Dragon Lairs
Emerald dragons make their lairs in caves and subterranean ruins, favoring locations that have been abandoned&mdash
’s lair is a maze of twisting tunnels, interconnected caverns, or crumbling ruins designed to disorient intruders. Circuitous routes within the lair provide the dragon with numerous ways to evade
races
, humanity discovered a kingdom already shattered in Etharis’s most southern regions. Not even the dragonborn themselves could recount the history that had led to the destruction of their once-great
capital—the granite city of Ember Cairn. When dragonborn prayed, they were met with silence from their gods. They dwelled in the ruins of their own inheritance.
that would become Castinella
Druid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the
water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Settlements and Sites Darkon is a land of dark wonders and apathy. The ruins of forgotten magical empires and impossible architecture litter the land, but the jaded people ignore these marvels to focus on daily concerns. Map 3.3: darkon View Player Version
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Settlements and Sites Darkon is a land of dark wonders and apathy. The ruins of forgotten magical empires and impossible architecture litter the land, but the jaded people ignore these marvels to focus on daily concerns. Map 3.3: darkon View Player Version
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Evermoors or the Lurkwood — wild regions filled with ruins and monsters. You can choose to narrate as much of the party’s overland travel as you wish, setting up encounters en route. If Eldeth is
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Evermoors or the Lurkwood — wild regions filled with ruins and monsters. You can choose to narrate as much of the party’s overland travel as you wish, setting up encounters en route. If Eldeth is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of Mount Celestia and in regions where its influence is felt, creatures are blessed by the pervasive beneficence of the plane. Creatures other than Fiends and Undead gain the benefit of the Bless
Arcadia and in regions where its influence is felt, creatures benefit from supernatural vitality, which grants them Immunity to the Frightened and Poisoned conditions. Blessed Beneficence On the plane
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of Mount Celestia and in regions where its influence is felt, creatures are blessed by the pervasive beneficence of the plane. Creatures other than Fiends and Undead gain the benefit of the Bless
Arcadia and in regions where its influence is felt, creatures benefit from supernatural vitality, which grants them Immunity to the Frightened and Poisoned conditions. Blessed Beneficence On the plane
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
through the desert halts at the ruins of a lost civilization. Mountains of sand bury most of the weathered city, but a few stubborn landmarks protrude from the mounds. Arid winds and the passage of
time have scoured their faces smooth.
A windswept ziggurat towers over the other ruins. Five stepped tiers are visible, though the lowest barely peeks above the sand. In all, the ancient structure
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
through the desert halts at the ruins of a lost civilization. Mountains of sand bury most of the weathered city, but a few stubborn landmarks protrude from the mounds. Arid winds and the passage of
time have scoured their faces smooth.
A windswept ziggurat towers over the other ruins. Five stepped tiers are visible, though the lowest barely peeks above the sand. In all, the ancient structure
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
on the Material Plane might be echoed as a clear and winding brook of great beauty. A marsh could be reflected as a vast black bog of sinister character. And moving to the Feywild from old ruins on
magical creatures such as blink dogs, faerie dragons, treants, and unicorns. The darker regions of the plane are home to such malevolent creatures as hags, blights, goblins, ogres, and giants. SEELIE AND
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
on the Material Plane might be echoed as a clear and winding brook of great beauty. A marsh could be reflected as a vast black bog of sinister character. And moving to the Feywild from old ruins on
magical creatures such as blink dogs, faerie dragons, treants, and unicorns. The darker regions of the plane are home to such malevolent creatures as hags, blights, goblins, ogres, and giants. SEELIE AND
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles. Druids are
concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
things that Dungeons & Dragons adventures are made of. Your character in the game might explore forgotten ruins and uncharted lands, uncover dark secrets and sinister plots, and slay foul monsters. And
wilderness regions. The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
research through some hands-on experience might find undiscovered lore in the lowest regions of Sharn, where sewers and tunnels snake through ancient ruins. Similarly, the crypts of the City of the Dead might hold some relevant historical information.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
research through some hands-on experience might find undiscovered lore in the lowest regions of Sharn, where sewers and tunnels snake through ancient ruins. Similarly, the crypts of the City of the Dead might hold some relevant historical information.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
things that Dungeons & Dragons adventures are made of. Your character in the game might explore forgotten ruins and uncharted lands, uncover dark secrets and sinister plots, and slay foul monsters. And if
wilderness regions. The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
things that Dungeons & Dragons adventures are made of. Your character in the game might explore forgotten ruins and uncharted lands, uncover dark secrets and sinister plots, and slay foul monsters. And if
wilderness regions. The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Level 3: Sargauth Level The Sargauth Level is designed for four 7th-level characters, and characters who defeat the monsters on this level should gain enough XP to reach 8th level. This level of
, whose ruins lie half-buried in the heart of the Sargauth Level. Goblinoids and drow vie for control of these ruins, which were previously inhabited by the Netherese and the Melairkyn dwarves.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
things that Dungeons & Dragons adventures are made of. Your character in the game might explore forgotten ruins and uncharted lands, uncover dark secrets and sinister plots, and slay foul monsters. And
wilderness regions. The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Level 3: Sargauth Level The Sargauth Level is designed for four 7th-level characters, and characters who defeat the monsters on this level should gain enough XP to reach 8th level. This level of
, whose ruins lie half-buried in the heart of the Sargauth Level. Goblinoids and drow vie for control of these ruins, which were previously inhabited by the Netherese and the Melairkyn dwarves.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles. Druids are
concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction. Revering nature above all, individual Druids gain their magic from nature, a nature
sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction. Revering nature above all, individual Druids gain their magic from nature, a nature
sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
questing knights—
Yet how the wind revives us here!
—Arthur Rimbaud
This adventure concerns a once-proud fortress that fell into the earth in an age long past. Now known as the Sunless Citadel, its
opportunistic creatures common to lightless dungeons infested the subterranean ruins. At the core of the old fortress, Belak stumbled upon the Twilight Grove. He discovered at the grove’s heart the Gulthias