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Returning 35 results for 'connection repelling goodness to her realms'.
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Classes
Tasha’s Cauldron of Everything
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself
spies.
Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many
Classes
Tasha’s Cauldron of Everything
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself
spies.
Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth
genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
. The eldest acts as leader with the support of a shaman.
AARAKOCRA IN THE FORGOTTEN REALMS
Never well established in Faerûn, aarakocra have only four major colonies: in the Star Mounts
changes in the prevailing winds that they regarded as a bad omen.
Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Alustriel Silverhand Alustriel (ah-LOOSE-tree-ell) Silverhand is the second of seven daughters of Mystra, a deity of magic in the Forgotten Realms. (Laeral Silverhand is Alustriel’s younger sister
.) She ruled the city of Silverymoon for centuries but stepped down from that position a little over a century ago to promote goodness and compassion in the multiverse. She has befriended adventurers such as Drizzt Do’Urden and worked alongside the Harpers in pursuit of these aims.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Alustriel Silverhand Alustriel (ah-LOOSE-tree-ell) Silverhand is the second of seven daughters of Mystra, a deity of magic in the Forgotten Realms. (Laeral Silverhand is Alustriel’s younger sister
.) She ruled the city of Silverymoon for centuries but stepped down from that position a little over a century ago to promote goodness and compassion in the multiverse. She has befriended adventurers such as Drizzt Do’Urden and worked alongside the Harpers in pursuit of these aims.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Planes The various planes of existence are realms of myth and mystery. They’re not simply other worlds, but dimensions formed and governed by spiritual and elemental principles. The Outer Planes
are realms of spirituality and thought. They are the spheres where celestials, fiends, and deities exist. The plane of Elysium, for example, isn’t merely a place where good creatures dwell, and not
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Planes The various planes of existence are realms of myth and mystery. They’re not simply other worlds, but dimensions formed and governed by spiritual and elemental principles. The Outer Planes
are realms of spirituality and thought. They are the spheres where celestials, fiends, and deities exist. The plane of Elysium, for example, isn’t merely a place where good creatures dwell, and not
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Sprite Elusive Defender of Fey Realms Habitat: Forest, Planar (Feywild); Treasure: Armaments Sprites dwell in mystical forests touched by the magic of the Feywild, living peacefully with most other
Fey and friends of nature. These foot-tall spirits of nature resemble elves with exaggerated, whimsical features and gossamer wings. Sprites can sense the innate goodness or wickedness of other
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Sprite Elusive Defender of Fey Realms Habitat: Forest, Planar (Feywild); Treasure: Armaments Sprites dwell in mystical forests touched by the magic of the Feywild, living peacefully with most other
Fey and friends of nature. These foot-tall spirits of nature resemble elves with exaggerated, whimsical features and gossamer wings. Sprites can sense the innate goodness or wickedness of other
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
The Forgotten Realms Just like a fantasy novel or movie, an adventure is set in a larger world. In fact, the world can be anything that the DM and players can imagine. It could be a swords-and
Forgotten Realms is one such setting, and that’s where the story in this adventure takes place. In the Realms, knights dare the crypts of the fallen dwarf kings of Delzoun, seeking glory and treasure
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
The Forgotten Realms Just like a fantasy novel or movie, an adventure is set in a larger world. In fact, the world can be anything that the DM and players can imagine. It could be a swords-and
Forgotten Realms is one such setting, and that’s where the story in this adventure takes place. In the Realms, knights dare the crypts of the fallen dwarf kings of Delzoun, seeking glory and treasure
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Outer Planes If the Inner Planes are the raw matter and energy that make up the multiverse, the Outer Planes provide the direction, thought, and purpose for its construction. These are realms of
die. It is the embodiment of goodness, a spiritual realm where evil can’t abide. It is as much a state of being and of mind as it is a physical location. When discussing anything to do with deities
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Outer Planes If the Inner Planes are the raw matter and energy that make up the multiverse, the Outer Planes provide the direction, thought, and purpose for its construction. These are realms of
die. It is the embodiment of goodness, a spiritual realm where evil can’t abide. It is as much a state of being and of mind as it is a physical location. When discussing anything to do with deities
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Realms campaign setting). If a character is from a different world or is from somewhere else in that setting, work with the player to devise a reason why that character is in Neverwinter and answers
family connection brings them there). If a character takes a break after their previous adventure, consider rolling on or picking an option from the Purpose in Neverwinter table, expanding on it as necessary, to provide a reason the character has come to Neverwinter.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
cutting edge of arcane theory. House Cannith, Arcanix—they’re all idiots. You’re on the verge of a major discovery (The cause of the Mourning? The nature of warforged souls? Establishing a connection to new realms of existence?) but the pieces you need are out there in the world.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
connection to the gods, especially gods of fate and destiny, such as the Greyhawk deity Istus, who created the original Deck of Many Things; Savras in the Forgotten Realms; the Dragonlance deity
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Realms campaign setting). If a character is from a different world or is from somewhere else in that setting, work with the player to devise a reason why that character is in Neverwinter and answers
family connection brings them there). If a character takes a break after their previous adventure, consider rolling on or picking an option from the Purpose in Neverwinter table, expanding on it as necessary, to provide a reason the character has come to Neverwinter.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
cutting edge of arcane theory. House Cannith, Arcanix—they’re all idiots. You’re on the verge of a major discovery (The cause of the Mourning? The nature of warforged souls? Establishing a connection to new realms of existence?) but the pieces you need are out there in the world.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
connection to the gods, especially gods of fate and destiny, such as the Greyhawk deity Istus, who created the original Deck of Many Things; Savras in the Forgotten Realms; the Dragonlance deity
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject
Astral Plane and travel to the Outer Planes. Portals. A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject
project themselves into the Astral Plane and travel to the Outer Planes. Portals. A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject
Astral Plane and travel to the Outer Planes. Portals. A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject
project themselves into the Astral Plane and travel to the Outer Planes. Portals. A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
duration)
Duration: 1 hour
You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it
: Action or Ritual
Range: 30 feet
Components: V, S, M (a piece of cork)
Duration: 1 hour
ANDREW MAR Spells like Water Breathing and Water Walk
assist visits to aquatic realms.
This spell
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon into undergoing a foul ritual. In the world of the Forgotten Realms, this ritual originated with the Cult of the Dragon, whose teachings (based on a mistranslated fragment of ancient prophecy
the dragon’s echo, which has become a draconic shard.
6 A dracolich keeps returning after being destroyed. The dracolich’s connection to its echoes on other worlds is keeping its soul intact
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon into undergoing a foul ritual. In the world of the Forgotten Realms, this ritual originated with the Cult of the Dragon, whose teachings (based on a mistranslated fragment of ancient prophecy
the dragon’s echo, which has become a draconic shard.
6 A dracolich keeps returning after being destroyed. The dracolich’s connection to its echoes on other worlds is keeping its soul intact
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Factions in Eberron It’s not hard to find Eberron equivalents for the factions of the Forgotten Realms. The Harpers The Library of Korranberg or Morgrave University It’s a bit of a stretch, but
that way. The Zhentarim The Order of the Emerald Claw Replace the Black Network with the Order of the Emerald Claw, though you should downplay the connection to Vol. Dragonmarked Houses As an
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Factions in Eberron It’s not hard to find Eberron equivalents for the factions of the Forgotten Realms. The Harpers The Library of Korranberg or Morgrave University It’s a bit of a stretch, but
that way. The Zhentarim The Order of the Emerald Claw Replace the Black Network with the Order of the Emerald Claw, though you should downplay the connection to Vol. Dragonmarked Houses As an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving
on yourself at will, without expending a spell slot or material components. Repelling Blast Prerequisite: eldritch blast cantrip When you hit a creature with eldritch blast, you can push the creature
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn
. The connection ends if you don’t maintain it in this way. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you can cast spells
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving
on yourself at will, without expending a spell slot or material components. Repelling Blast Prerequisite: eldritch blast cantrip When you hit a creature with eldritch blast, you can push the creature
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn
. The connection ends if you don’t maintain it in this way. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you can cast spells
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn
. The connection ends if you don’t maintain it in this way. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you can cast spells
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn
. The connection ends if you don’t maintain it in this way. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you can cast spells