Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'concerns worlds ruins'.
Other Suggestions:
concerned worlds rules
concern worlds rules
concerns worlds rules
concert worlds rules
concerned worlds ruin
Species
Player’s Handbook
, including worlds in the Material Plane.
Elves have pointed ears and lack facial and body hair. They live for around 750 years, and they don’t sleep but instead enter a trance when they need
shaped by it. Some drow individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of
Classes
Player’s Handbook
mightiest spells change one substance into another, call meteors from the sky, or open portals to other worlds.
Most Wizards share a scholarly approach to magic. They examine the theoretical
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
Monsters
Fizban's Treasury of Dragons
.
Cosmological Study
Many amethyst dragons are fascinated by the existence of other worlds in the Material Plane, and especially the way individual dragons manifest unique echoes across those worlds. They
collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially
Monsters
Fizban's Treasury of Dragons
other worlds in the Material Plane, and especially the way individual dragons manifest unique echoes across those worlds. They also prize understanding of the cosmic forces that emanate from the Outer
existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks that highlight the unique nature of different worlds
Monsters
Bigby Presents: Glory of the Giants
target must succeed on a DC 15 Intelligence saving throw or the spell fails and has no effect.According to The Saga of the Dragon Queller, told by giants on some worlds, a disparate group of giants
colossus is lost to modern giants, but many tales suggest the instructions might be buried deep in ruins from ancient giants’ empires.Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksAcid, Cold, Fire, Lightning
Monsters
Fizban's Treasury of Dragons
.
Cosmological Study
Many amethyst dragons are fascinated by the existence of other worlds in the Material Plane, and especially the way individual dragons manifest unique echoes across those worlds
in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane
Monsters
Fizban's Treasury of Dragons
amethyst dragons are fascinated by the existence of other worlds in the Material Plane, and especially the way individual dragons manifest unique echoes across those worlds. They also prize understanding
magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks
Genasi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
ties to two worlds, yet belonging to neither. Some genasi are born of mortal–genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting
, elemental forces hold greater sway than they do on other worlds. As a people touched by elemental power, genasi are viewed as seers, prophets, and chosen ones. The birth of a genasi, whether a slave, a noble
Monsters
Fizban's Treasury of Dragons
for adult or ancient dragon turtles. An ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple echoes from across the worlds of the Material Plane. Such a
concerns of those who crawl upon the land? (Any)
3
Curiosity. I want to know about everything that enters my domain, especially oddities from the surface world. (Any)
4
Supremacy. Creatures who
Monsters
Fizban's Treasury of Dragons
echoes from across the worlds of the Material Plane. Such a creature can be as large as an island— and indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering
)
2
Indifference. What do I care for the fleeting concerns of those who crawl upon the land? (Any)
3
Curiosity. I want to know about everything that enters my domain, especially oddities from
Monsters
Fizban's Treasury of Dragons
ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple echoes from across the worlds of the Material Plane. Such a creature can be as large as an island— and
"}
Ideal
1
Endurance. We who dwell beneath the waves can weather all storms. (Any)
2
Indifference. What do I care for the fleeting concerns of those who crawl upon the land? (Any
Monsters
Mordenkainen's Fiendish Folio Volume 1
damage.Deep within the Ethereal Plane are the demiplanes, miniatures worlds built by powerful archmages and other mighty entities to serve as a private domain. Each demiplane is a designed realm
plausible by scholars of the planes concerns the enigmatic wizard Keraptis. Supposedly, Keraptis long ago crafted a demiplane to serve as personal domain from which he could dispatch his servitors to
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->Princes of the Apocalypse
Halls of the Hunting Axe The Halls of the Hunting Axe stand as a reminder of the long-forgotten dwarven kingdom of Besilmer. A gateway between the underground and surface worlds, the halls were once
a magnificent complex with soaring, arched walls, beautiful stained-glass windows, and impeccable craftsmanship. The only things left standing now are a few crumbling ruins upon a prominent
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
worlds. Feywild. This vibrant, idealized realm brims with life and emotion, which are most intense in the realm’s Domains of Delight. Shadowfell. This gloom-haunted realm holds grim wastelands, haunted ruins, and the infamous Domains of Dread.
holds the worlds of settings like Dragonlance, Eberron, the Forgotten Realms, and Greyhawk. There’s also room for any world your group creates. Magic and physical laws shape this plane’s diverse
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Realms, Mystara, Birthright, Dark Sun, and Eberron, among others. Each of these worlds boasts its own cast of heroic adventurers and scheming villains, its own ancient ruins and forgotten artifacts, its
the worlds of D&D exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane. The worlds of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Realms, Mystara, Birthright, Dark Sun, and Eberron, among others. Each of these worlds boasts its own cast of heroic adventurers and scheming villains, its own ancient ruins and forgotten artifacts, its
the worlds of D&D exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane. The worlds of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
worlds. Feywild. This vibrant, idealized realm brims with life and emotion, which are most intense in the realm’s Domains of Delight. Shadowfell. This gloom-haunted realm holds grim wastelands, haunted ruins, and the infamous Domains of Dread.
holds the worlds of settings like Dragonlance, Eberron, the Forgotten Realms, and Greyhawk. There’s also room for any world your group creates. Magic and physical laws shape this plane’s diverse
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Halls of the Hunting Axe The Halls of the Hunting Axe stand as a reminder of the long-forgotten dwarven kingdom of Besilmer. A gateway between the underground and surface worlds, the halls were once
a magnificent complex with soaring, arched walls, beautiful stained-glass windows, and impeccable craftsmanship. The only things left standing now are a few crumbling ruins upon a prominent
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Pride Many giants are taught that Annam begot the giants and intended them to rule the worlds of the Material Plane. Though giants have learned many hard lessons in the millennia since their origin
, a sense of self-importance still pervades their stories and inflates their vanity. It can be hard for a 16- to 26-foot-tall giant to take 3- to 7-foot-tall Humanoids and their concerns seriously. Use
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Pride Many giants are taught that Annam begot the giants and intended them to rule the worlds of the Material Plane. Though giants have learned many hard lessons in the millennia since their origin
, a sense of self-importance still pervades their stories and inflates their vanity. It can be hard for a 16- to 26-foot-tall giant to take 3- to 7-foot-tall Humanoids and their concerns seriously. Use
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Phandalin The frontier town of Phandalin (FAN-duh-lin or fan-DAY-lin) in the Sword Coast region of the Forgotten Realms setting is built on the ruins of a much older settlement. Hundreds of years ago
atop the ruins of old Phandalin. It’s now home to farmers, woodcutters, fur traders, and prospectors drawn by stories of gold and platinum in the foothills of the Sword Mountains—as well as more than
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Phandalin The frontier town of Phandalin (FAN-duh-lin or fan-DAY-lin) in the Sword Coast region of the Forgotten Realms setting is built on the ruins of a much older settlement. Hundreds of years ago
atop the ruins of old Phandalin. It’s now home to farmers, woodcutters, fur traders, and prospectors drawn by stories of gold and platinum in the foothills of the Sword Mountains—as well as more than
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
shifter. Such areas could hold giant beasts never seen in the outside world, or relics from a previous age—artifacts or ruins created by demons or the terrifying daelkyr. The fey have a strong presence in
the Towering Wood. Even outside the fey stronghold of the Twilight Demesne, manifest zones tied to Thelanis (see chapter 4) allow passage between worlds. The Eldeen Reaches are a logical origin for a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
shifter. Such areas could hold giant beasts never seen in the outside world, or relics from a previous age—artifacts or ruins created by demons or the terrifying daelkyr. The fey have a strong presence in
the Towering Wood. Even outside the fey stronghold of the Twilight Demesne, manifest zones tied to Thelanis (see chapter 4) allow passage between worlds. The Eldeen Reaches are a logical origin for a
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
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Player’s Handbook with new ones, or split languages up into several different dialects. In some worlds, regional differences might be much more important than racial ones. Perhaps all the dwarves, elves
kingdoms significantly more difficult. Widely used languages might have ancient versions, or there might be completely different ancient tongues that adventurers find written in tombs and ruins. Such
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
and the concerns of others serves elves best. Even though they are stingy with their affection for others, most elves are excellent judges of character. Thus, they can form superficial associations
conquerors, often in hiding, and much divided. Although I have found evidence of greater elven empires in other worlds, these too seem shattered. In so many worlds, the rise of humanity seems to follow the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Bahamut and Tiamat—and contributed in some way to their transformation into the Material Plane as it exists today with its myriad worlds. Other sagas claim Annam was similarly instrumental in the
all the worlds of the Material Plane, but his six sons—the gods Stronmaus, Memnor, Surtur, Thrym, Skoraeus, and Grolantor—failed to live up to their father’s expectations for them. (Diancastra calls
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Klorr Darklord: Klorr Hallmarks: Impending doom, surreal environment Klorr is the end of worlds. Here, shattered islands drift through a misty netherworld, caught in a swirling spiral that ends at
the hours until their end. Few know how they came to Klorr or when new islands are added to the cycle, only that the Mists closed in and doomed them. Amid the realm’s surreal skies float the ruins of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Klorr Darklord: Klorr Hallmarks: Impending doom, surreal environment Klorr is the end of worlds. Here, shattered islands drift through a misty netherworld, caught in a swirling spiral that ends at
the hours until their end. Few know how they came to Klorr or when new islands are added to the cycle, only that the Mists closed in and doomed them. Amid the realm’s surreal skies float the ruins of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Player’s Handbook with new ones, or split languages up into several different dialects. In some worlds, regional differences might be much more important than racial ones. Perhaps all the dwarves, elves
kingdoms significantly more difficult. Widely used languages might have ancient versions, or there might be completely different ancient tongues that adventurers find written in tombs and ruins. Such
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Nautiloids Mind flayers employ bizarre flying ships called nautiloids. Able to move through the Astral Plane, nautiloids can also transport mind flayers between the various worlds of the Material
Plane. A nautiloid looks like an enormous conch shell fitted with an exterior deck and a large mass of rubbery tentacles. Ages ago, when the mind flayers could fly through the worlds of the Material