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Returning 35 results for 'continent rushing given to have realm'.
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Classes
Player’s Handbook
, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.
Warlocks view their patrons as resources, as means to the end of achieving magical
power. Some Warlocks respect, revere, or even love their patrons; some serve their patrons grudgingly; and some seek to undermine their patrons even as they wield the power their patrons have given
Monsters
Mordenkainen Presents: Monsters of the Multiverse
doors into kindling but also works well for smashing foes. These ogres are drilled in two simple tasks: rushing forward to shatter enemy fortifications and using their weapons to force an advancing enemy
to halt.
Ogres of War
Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given—the
Monsters
Phandelver and Below: The Shattered Obelisk
;beholders. The Far Realm’s strange power can pervade a beholder’s dreams, resulting in the birth of an oculorb.
Oculorbs resemble a slimy conglomeration of eyes in many sizes and shapes
. They are dreaded even by the beholders that birth them. An oculorb is a tangle of negative emotions—the fury, melancholy, and obsession of its creator, all given gruesome, corporeal form. Like
Species
Wayfinder's Guide to Eberron
into the eyes of the stunned onlookers. She smiled behind her spirit veil, counting the blades arrayed against her.
“But forty will.”
Elven culture began on the distant continent of Xen
leave your island and wander the world? Are you in search of a power that could earn you your place in the Undying Court? Have you been given a quest by one of your own deathless ancestors? Or are
Species
Van Richten’s Guide to Ravenloft
sensations or visions of the past to come rushing back.
Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark
of Dread (detailed in chapter 3):
Har’Akir. You died and endured the burial rites of this desert realm, yet somehow a soul—yours or another’s—has taken refuge in your
Species
Wayfinder's Guide to Eberron
into the eyes of the stunned onlookers. She smiled behind her spirit veil, counting the blades arrayed against her.
“But forty will.”
Elven culture began on the distant continent of Xen
leave your island and wander the world? Are you in search of a power that could earn you your place in the Undying Court? Have you been given a quest by one of your own deathless ancestors? Or are
Backgrounds
Baldur’s Gate: Descent into Avernus
nuances of royal courts half a continent away and shockingly ignorant of what life is like for the poor outside their own doorsteps.
This combination of worldly savvy and local blindness characterizes
among your equipment a banner or other token from a noble lord or lady to whom you have given your heart—in a chaste sort of devotion. (This person could be your bond.)
Variant Feature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
around him. Given enough time in a single location, Graz’zt can twist it with his power.
Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with finery and decorations
:
Agitated Beasts. Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.
Beguiling Realm. Within 6 miles of
Monsters
Icewind Dale: Rime of the Frostmaiden
realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after night while also granting spells to her devoted followers leaves Auril
loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but
Monsters
Icewind Dale: Rime of the Frostmaiden
their own fates without the gods’ meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness
.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.Lair Actions
Auril
Monsters
Icewind Dale: Rime of the Frostmaiden
Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness using her magic.
Casting such great magic night after
form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three
Equipment
makers understand how to work with this plant, and of those, only a few can fully release its power. Spirit vine only grows in the Spirit Realm, where it is abundant. However, what makes this plant
unique is the blossom. At any given moment, there is only one blossom in existence. When it wilts or is harvested, another one will form on another vine in a random location.
races
Mordenkainen Presents: Monsters of the Multiverse
of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of
Originating in the Feywild—a realm of pure emotion— satyrs thrive on the energy of merriment. They resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
years ago, the vast continent of Sarlona was the cradle of human civilization. Three thousand years ago, the first human colonists left, setting in motion events shaping modern-day Khorvaire. Sarlona was
once home to over a dozen distinct kingdoms, but wars devastated the continent. From this chaos, a band of saviors rose up to forge a new world. Guided by celestial spirits and endowed with vast
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dreaming Dark Campaign Themes Long ago, the Dreaming Dark caused a long period of strife on the continent of Sarlona, fostering suspicion, rebellion, fear, prejudice, and greed among and within the
Sarlona by means of such manipulation, the Dreaming Dark has turned its sights to Khorvaire — which is already a continent in turmoil. With the conquest of the entire continent in mind, the Dreaming
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dreaming Dark Campaign Themes Long ago, the Dreaming Dark caused a long period of strife on the continent of Sarlona, fostering suspicion, rebellion, fear, prejudice, and greed among and within the
Sarlona by means of such manipulation, the Dreaming Dark has turned its sights to Khorvaire — which is already a continent in turmoil. With the conquest of the entire continent in mind, the Dreaming
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
years ago, the vast continent of Sarlona was the cradle of human civilization. Three thousand years ago, the first human colonists left, setting in motion events shaping modern-day Khorvaire. Sarlona was
once home to over a dozen distinct kingdoms, but wars devastated the continent. From this chaos, a band of saviors rose up to forge a new world. Guided by celestial spirits and endowed with vast
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of existence, most often to the Material Plane. There they seek to bring a bit of their home plane’s splendor to other worlds.
Satyr Originating in the Feywild—a realm of pure emotion—satyrs thrive on the energy of merriment. They resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic of the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Melwythorne Neutral Good Dryad First Year (Witherbloom)
Towering over most students, Melwythorne strikes an imposing figure, especially given the branches that grow from his head like antlers
. Calm in demeanor, he’s often confused by the people rushing around him, as their haste won’t lengthen their brief lifespans. Melwythorne had never been away from his grove before coming to Strixhaven and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of existence, most often to the Material Plane. There they seek to bring a bit of their home plane’s splendor to other worlds.
Satyr Originating in the Feywild—a realm of pure emotion—satyrs thrive on the energy of merriment. They resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic of the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Melwythorne Neutral Good Dryad First Year (Witherbloom)
Towering over most students, Melwythorne strikes an imposing figure, especially given the branches that grow from his head like antlers
. Calm in demeanor, he’s often confused by the people rushing around him, as their haste won’t lengthen their brief lifespans. Melwythorne had never been away from his grove before coming to Strixhaven and
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
to live their lives at a slower pace than smaller folk. They often speak slowly and avoid rushing into decisions. Adding potential confusion to their interactions with smaller races, giants are often
800 years Ancient Behaviors d8 Behavior 1 The giant addresses Humanoids as citizens of a fallen realm (equivalent to calling people in the real world “Babylonians”). 2 The giant burdens
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
to live their lives at a slower pace than smaller folk. They often speak slowly and avoid rushing into decisions. Adding potential confusion to their interactions with smaller races, giants are often
800 years Ancient Behaviors d8 Behavior 1 The giant addresses Humanoids as citizens of a fallen realm (equivalent to calling people in the real world “Babylonians”). 2 The giant burdens
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
there are few such places in the North. A small community was growing near the Kingdom of Many Arrows, but the recent war with the orcs of that realm caused this burgeoning population to disperse
city, whether they were born there, arrived overland from elsewhere on the continent, or entered the city by way of ships bringing trade.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Droaam Once, Droaam was a wild frontier that marked the edge of civilized Khorvaire. Today, it is home to one of the strangest nations on the continent. In the streets of the Great Crag, ogres and
bent could appear anywhere in Khorvaire. House Tharashk brokers the services of Droaamish monsters across the continent. Some of these monsters can appear in traditionally aggressive roles, as mercenary
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
there are few such places in the North. A small community was growing near the Kingdom of Many Arrows, but the recent war with the orcs of that realm caused this burgeoning population to disperse
city, whether they were born there, arrived overland from elsewhere on the continent, or entered the city by way of ships bringing trade.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Droaam Once, Droaam was a wild frontier that marked the edge of civilized Khorvaire. Today, it is home to one of the strangest nations on the continent. In the streets of the Great Crag, ogres and
bent could appear anywhere in Khorvaire. House Tharashk brokers the services of Droaamish monsters across the continent. Some of these monsters can appear in traditionally aggressive roles, as mercenary
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
locations on a given map, you can redraw portions of the map on graph paper, a wet-erase mat, or another surface to help your players visualize locations that might have unusual shapes or features. Your maps
be shared with the players. It depicts the continent of Ansalon on the world of Krynn. While this adventure takes place on only one small part of this map, the lands depicted here are referenced
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Xen’drik Map 2.3: Continent of Xen’drik View Large Version In Xen’drik, you could… Seek to destroy an ancient mystical weapon before it falls into the hands of villains. Battle savage giants in the
Sovereigns bound the fiendish overlords and freed the world from chaos. The mighty giants had fought alongside the Sovereigns, and in gratitude Aureon granted them dominion over the continent of Xen’drik
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
locations on a given map, you can redraw portions of the map on graph paper, a wet-erase mat, or another surface to help your players visualize locations that might have unusual shapes or features. Your maps
be shared with the players. It depicts the continent of Ansalon on the world of Krynn. While this adventure takes place on only one small part of this map, the lands depicted here are referenced
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Xen’drik Map 2.3: Continent of Xen’drik View Large Version In Xen’drik, you could… Seek to destroy an ancient mystical weapon before it falls into the hands of villains. Battle savage giants in the
Sovereigns bound the fiendish overlords and freed the world from chaos. The mighty giants had fought alongside the Sovereigns, and in gratitude Aureon granted them dominion over the continent of Xen’drik
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Seven Things to Know What is Eberron? Here are the key things to know: The Last War Has Ended—Sort Of. The Last War plunged the continent of Khorvaire into civil war more than a century ago
peace. The conflicts, the anger, and the pain of the long war remain, however, and the new nations seek every advantage as they prepare for the next war to break out on the continent. Dragonmarked
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Seven Things to Know What is Eberron? Here are the key things to know: The Last War Has Ended—Sort Of. The Last War plunged the continent of Khorvaire into civil war more than a century ago
peace. The conflicts, the anger, and the pain of the long war remain, however, and the new nations seek every advantage as they prepare for the next war to break out on the continent. Dragonmarked
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, the border realm between the Elemental Planes of Earth and Water. This ooze is a thick, viscid brown effluvium with streaks of orange, green, yellow, and black. It smells like rotten eggs and sticks to
anything it touches. The ooze is never more than 5 feet deep in any given location and is difficult terrain. It moves slowly in the direction indicated by the wavy arrows on map 19 and also behaves
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Elder Evils The Elder Evils are a variety of entities whose existence dates to the beginnings of the multiverse—or possibly predates it. Some Elder Evils are creatures of the Far Realm (see chapter 6
. The names given to these terrible entities include such strange descriptions as Atropus, the World Born Dead; Dendar, the Night Serpent; Hadar, the Dark Hunger; Haemnathuun, the Blood Lord; Ityak