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Returning 35 results for 'contrast wilds rest'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
unexplained phenomenon.
In either case, deathless riders are undeniably real. They are undead knights, once human, who ride undead steeds through the remotest parts of the wilds. They are sometimes
called lich-knights or fell horsemen.
In stark contrast to the knights of Eldraine, the deathless riders are without virtue of any kind. They are few in number—unless many more lurk in the dark
Monsters
Guildmasters’ Guide to Ravnica
equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is
they remain capable of experiencing all the delights of their corporeal forms. In contrast to Orzhov spirits, they also retain their personalities, which are almost uniformly cruel.
Blood Bond
Monsters
Bigby Presents: Glory of the Giants
frozen statues with a touch or blast enemies with frigid wind. Achieving vengeance is not always enough to grant these creatures rest; often, their hatred and loathing of the living is sufficient to
keep them roaming the wilds for years after their murderers are slain.
A frostmourn looks like a desiccated corpse mummified by exposure to bitter cold. It carries the marks of its death on its body: a
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Metallic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to
mercy or forgiveness.
Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Metallic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to
forgiveness.
Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives. She has a
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Metallic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to
forgiveness.
Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives. She has a
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Metallic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to
forgiveness.
Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives. She has a
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Metallic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to
forgiveness.
Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives. She has a
Genasi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
violence from people who mistake them for fiends.
Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.
Most air and fire
up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland.
In contrast, water and earth genasi have no common history. Individuals have difficulty
backgrounds
Warden
Rest wardens tend to be either a dour and somber lot or—in contrast to their trade—are filled with the vibrance and joy of life. Those who understand the thin thread between life
In a place closer to the lands of the dead than the living, those who tend the eternal rest and disposition of the deceased are held in a mixture of high esteem and apprehension. You have plied the
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in
contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.
Half-Elf Names
Half-elves use either human or elven
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
The Wilds Past the courts, across the stream, into the woods—there lie the wilds, the most magical, strange, and dangerous lands in all Eldraine. In contrast to the order and structure of the realm
, the wilds are unpredictable and not united under any one system of government. The lands of the wilds are just as untamed and diverse as the creatures that live there. Magic runs rampant, manifesting
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
The Wilds Past the courts, across the stream, into the woods—there lie the wilds, the most magical, strange, and dangerous lands in all Eldraine. In contrast to the order and structure of the realm
, the wilds are unpredictable and not united under any one system of government. The lands of the wilds are just as untamed and diverse as the creatures that live there. Magic runs rampant, manifesting
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Resting The dangers of the wilds keep travelers on their toes. The characters can take only Short Rests while exploring a wilderness region. To take a Long Rest, characters must visit the keep (see “Keep on the Borderlands”). For more on resting, see the D&D Beyond Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Resting The dangers of the wilds keep travelers on their toes. The characters can take only Short Rests while exploring a wilderness region. To take a Long Rest, characters must visit the keep (see “Keep on the Borderlands”). For more on resting, see the D&D Beyond Basic Rules.
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
through the remotest parts of the wilds. They are sometimes called lich-knights or fell horsemen. In stark contrast to the knights of Eldraine, the deathless riders are without virtue of any kind. They are
Deathless Rider Igor Krstic “Headed to the wilds? Beware the dead riders who serve the Shadow Queen.”
—Scalan, Edgewall innkeeper
Legends told in the courts of Eldraine suggest that the
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
through the remotest parts of the wilds. They are sometimes called lich-knights or fell horsemen. In stark contrast to the knights of Eldraine, the deathless riders are without virtue of any kind. They are
Deathless Rider Igor Krstic “Headed to the wilds? Beware the dead riders who serve the Shadow Queen.”
—Scalan, Edgewall innkeeper
Legends told in the courts of Eldraine suggest that the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class. A Halfling Ranger explores the wilds Canny (1st Level) Choose one of
when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class. A Halfling Ranger explores the wilds Canny (1st Level) Choose one of
when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground. Most air and fire genasi in the Realms are descendants of the djinn
to the east. Some remain in their ancient homeland. In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground. Most air and fire genasi in the Realms are descendants of the djinn
to the east. Some remain in their ancient homeland. In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
coming to their doorstep. North Market is one of the largest markets in Sharn, though in contrast to the Bazaar of Dura it mostly offers simple, everyday goods. Lower Northedge has a significant shifter
population. The Rat’s Nest is a tavern that caters to shifters, and the Bear’s Rest is an inn run by a family of shifters. Tooth & Nail is an apothecary specializing in the care of fangs and claws
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
for the rest of their careers. The fate of a region might depend on the adventures that characters of levels 5 to 10 undertake. These adventurers venture into fearsome wilds and ancient ruins, where
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
coming to their doorstep. North Market is one of the largest markets in Sharn, though in contrast to the Bazaar of Dura it mostly offers simple, everyday goods. Lower Northedge has a significant shifter
population. The Rat’s Nest is a tavern that caters to shifters, and the Bear’s Rest is an inn run by a family of shifters. Tooth & Nail is an apothecary specializing in the care of fangs and claws
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
for the rest of their careers. The fate of a region might depend on the adventures that characters of levels 5 to 10 undertake. These adventurers venture into fearsome wilds and ancient ruins, where
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the purest souls can. Gazing toward that peak fills even the most jaded of travelers with awe. Optional Rule: Blessed Beneficence In contrast to the dissonance experienced by evil creatures here, good
creatures are literally blessed by the pervasive beneficence of the plane. Creatures of good alignment gain the benefit of the bless spell as long as they remain on the plane. In addition, finishing a long rest on the plane grants a good creature the benefit of a lesser restoration spell.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the purest souls can. Gazing toward that peak fills even the most jaded of travelers with awe. Optional Rule: Blessed Beneficence In contrast to the dissonance experienced by evil creatures here, good
creatures are literally blessed by the pervasive beneficence of the plane. Creatures of good alignment gain the benefit of the bless spell as long as they remain on the plane. In addition, finishing a long rest on the plane grants a good creature the benefit of a lesser restoration spell.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the Sharn Watch maintains a significant presence. The rest of Lower Dura, in stark contrast, has been left to rot. Ignored by the Watch, it is the domain of gangs and crime lords. The inhabitants of the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
The Goblins’ Story The goblins at the heart of this chapter’s adventure are part of an enclave whose ancestors have inhabited an abandoned duergar mining outpost called Zorzula’s Rest for generations
mind flayers eventually left, but the goblins remained, sequestered from the rest of the world until recently when the mind flayer fanatics called on them. Some of these goblins’ descendants possess
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the Sharn Watch maintains a significant presence. The rest of Lower Dura, in stark contrast, has been left to rot. Ignored by the Watch, it is the domain of gangs and crime lords. The inhabitants of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Swamp of Oblivion can’t be found again for at least a century. Now and then, a desperate soul casts an Artifact of power into this place, keeping it away from the rest of the multiverse for a time
fundamentally similar to places found on the Material Plane—the place where all four elements mingle freely. At a symbolic level, the Para-elemental Planes represent the interaction and sometimes the contrast