Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'conviction realms gleaming to her received'.
Other Suggestions:
conviction realms gloaming to her receive
connection realms glaring to her received
connection realms gleaming to her received
connection realms gloaming to her received
conviction realms gloaming to her received
Classes
Xanathar's Guide to Everything
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural
alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are
Classes
Xanathar's Guide to Everything
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural
alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are
Monsters
The Book of Many Things
action again.Fate hags are servants of destiny that mostly reside in the Feywild and Shadowfell or near crossings to those realms from the Material Plane. The aspects of fate to which a fate hag is most
attuned depends on the plane where the hag dwells—hopeful and prosperous in the Feywild or dire and doomed in the Shadowfell.
Fate hags carry gleaming magical shears they use to snip strands of
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
archon overhead is a clear signal that one is entering the wilds.
An archon appears as a hooded, spectral rider mounted on a winged elk with glowing antlers and gleaming eyes. Despite this
celestial realms to watch over the boundary of the wilds and protect those who dare to cross it.
Sometimes knights of the realm get the idea that they can expand the borders of their land and keep the
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
. This pantheon chose Emperor Indorius I to begin forging a new empire. To aid in his task of unifying the realms, Emperor Indorius I received four gifts filled with the divine power of each of the
the Bürach Empire’s gleaming fate, Indorius I led one conquest after another. Independent regions fell in line as the empire marched, slaughtered, negotiated, and conquered neighboring territories. With
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Starting the Adventure The adventure’s default starting location is the city of Baldur’s Gate on the Sword Coast, in the Forgotten Realms setting. However, any large settlement will do. Possibilities
, regardless of whether they’ve ever received that miracle in the past. Temples and scholars of divine magic are at a loss to explain a curse that has affected the entire region, and possibly the entire
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Starting the Adventure The adventure’s default starting location is the city of Baldur’s Gate on the Sword Coast, in the Forgotten Realms setting. However, any large settlement will do. Possibilities
, regardless of whether they’ve ever received that miracle in the past. Temples and scholars of divine magic are at a loss to explain a curse that has affected the entire region, and possibly the entire
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Circle of Dreams Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes
for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Circle of Dreams Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes
for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Fate Hag Fate hags are servants of destiny that mostly reside in the Feywild and Shadowfell or near crossings to those realms from the Material Plane. The aspects of fate to which a fate hag is most
attuned depends on the plane where the hag dwells—hopeful and prosperous in the Feywild or dire and doomed in the Shadowfell. Fate hags carry gleaming magical shears they use to snip strands of fate
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
hooded, spectral rider mounted on a winged elk with glowing antlers and gleaming eyes. Despite this appearance, rider and mount are a single creature that can’t be separated. Tales say that archons are
ascended spirits of paladins fused with the celestial spirits of their steeds, returned from the celestial realms to watch over the boundary of the wilds and protect those who dare to cross it
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Fate Hag Fate hags are servants of destiny that mostly reside in the Feywild and Shadowfell or near crossings to those realms from the Material Plane. The aspects of fate to which a fate hag is most
attuned depends on the plane where the hag dwells—hopeful and prosperous in the Feywild or dire and doomed in the Shadowfell. Fate hags carry gleaming magical shears they use to snip strands of fate
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
hooded, spectral rider mounted on a winged elk with glowing antlers and gleaming eyes. Despite this appearance, rider and mount are a single creature that can’t be separated. Tales say that archons are
ascended spirits of paladins fused with the celestial spirits of their steeds, returned from the celestial realms to watch over the boundary of the wilds and protect those who dare to cross it
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
smithed into a gleaming javelin that hummed with power. When Keranos wants to send a message, of either destruction or enlightenment, Epiphany is his tool of choice.
Font of Fortunes. In ages past
favor, the font lies at the end of a series of fierce traps and riddles. It exists both in and out of Nyx, hidden to all but the most diligent of seekers.
Lightning Diadem. Years ago, Keranos received
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
can hear the heavenly portal ringing out like a distant choir of angels. Seven gleaming steps precede the gate itself, hovering and flanked by a pair of unflinching warden archons (see Morte’s Planar
prefer the cloud-topped comforts of the Chandelier, the gate-town’s aerial district. Winged chariots act as taxis between the two realms, ferrying townsfolk up to sky-dwelling businesses and hanging
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
smithed into a gleaming javelin that hummed with power. When Keranos wants to send a message, of either destruction or enlightenment, Epiphany is his tool of choice.
Font of Fortunes. In ages past
favor, the font lies at the end of a series of fierce traps and riddles. It exists both in and out of Nyx, hidden to all but the most diligent of seekers.
Lightning Diadem. Years ago, Keranos received
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
can hear the heavenly portal ringing out like a distant choir of angels. Seven gleaming steps precede the gate itself, hovering and flanked by a pair of unflinching warden archons (see Morte’s Planar
prefer the cloud-topped comforts of the Chandelier, the gate-town’s aerial district. Winged chariots act as taxis between the two realms, ferrying townsfolk up to sky-dwelling businesses and hanging
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
known, but you can still build adventures that lead characters to explore the realms of past giants. An expedition into giants’ ruins might involve a confrontation with giants, or it might mean facing
settlements near the giants’ realm. 2 Convinced she is the rightful ruler of another giant’s domain, a giant launches an invasion, heedless of the inhabitants of the lands between the giants’ realms. 3
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
known, but you can still build adventures that lead characters to explore the realms of past giants. An expedition into giants’ ruins might involve a confrontation with giants, or it might mean facing
settlements near the giants’ realm. 2 Convinced she is the rightful ruler of another giant’s domain, a giant launches an invasion, heedless of the inhabitants of the lands between the giants’ realms. 3
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
a life of adventure are emboldened by the stories told by their elders — tales of halfling heroes slinking through human cities, plundering dungeons laden with treasure, and being received in the hall
instead of seeking shelter. HALFLINGS OF THE MULTIVERSE
In the worlds of Dungeons & Dragons, many kinds of halflings exist, and they vary greatly from place to place.
In the Forgotten Realms
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
a life of adventure are emboldened by the stories told by their elders — tales of halfling heroes slinking through human cities, plundering dungeons laden with treasure, and being received in the hall
instead of seeking shelter. HALFLINGS OF THE MULTIVERSE
In the worlds of Dungeons & Dragons, many kinds of halflings exist, and they vary greatly from place to place.
In the Forgotten Realms
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
planes. Some lesser deities live in the Material Plane, as does the unicorn-goddess Lurue of the Forgotten Realms and the titanic shark-god Sekolah revered by the sahuagin. Others live on the Outer
Philosophies Not all divine powers need to be derived from deities. In some campaigns, believers hold enough conviction in their ideas about the universe that they gain magical power from that conviction. In
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
planes. Some lesser deities live in the Material Plane, as does the unicorn-goddess Lurue of the Forgotten Realms and the titanic shark-god Sekolah revered by the sahuagin. Others live on the Outer
Philosophies Not all divine powers need to be derived from deities. In some campaigns, believers hold enough conviction in their ideas about the universe that they gain magical power from that conviction. In
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
in the shadows, growing stronger until they attack. This seemed particularly true of otherworldly threats, such as portals to fiendish realms, evil spirits that seek to possess the living, and the
corrupting influences of alien planes. Javen says he was ruminating on this when he received a sign of Helm’s return. In the main chapel, the faithful had erected a new symbol of Helm after the last had
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Mysterious Visitors The details of this adventure hook assume that your D&D campaign is based in or near Daggerford, a town on the Sword Coast in the Forgotten Realms, but you can change the location
harmless at first, but Morwen has received reports that they have begun harassing townsfolk and other visitors as they come and go, demanding money and wine, and threatening to put hexes on anyone who
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Mysterious Visitors The details of this adventure hook assume that your D&D campaign is based in or near Daggerford, a town on the Sword Coast in the Forgotten Realms, but you can change the location
harmless at first, but Morwen has received reports that they have begun harassing townsfolk and other visitors as they come and go, demanding money and wine, and threatening to put hexes on anyone who
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
in the shadows, growing stronger until they attack. This seemed particularly true of otherworldly threats, such as portals to fiendish realms, evil spirits that seek to possess the living, and the
corrupting influences of alien planes. Javen says he was ruminating on this when he received a sign of Helm’s return. In the main chapel, the faithful had erected a new symbol of Helm after the last had
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
that damage. Lessons of the First Ones Prerequisite: Level 2+ Warlock You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice (see
for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn. Visions of Distant Realms Prerequisite: Level 9+ Warlock
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
that damage. Lessons of the First Ones Prerequisite: Level 2+ Warlock You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice (see
your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn. Visions of Distant Realms Prerequisite: Level 9+ Warlock
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
that damage. Lessons of the First Ones Prerequisite: Level 2+ Warlock You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice (see
for your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn. Visions of Distant Realms Prerequisite: Level 9+ Warlock
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
that damage. Lessons of the First Ones Prerequisite: Level 2+ Warlock You have received knowledge from an elder entity of the multiverse, allowing you to gain one Origin feat of your choice (see
your pact weapon only. With that feature, you can attack twice with the weapon instead of once when you take the Attack action on your turn. Visions of Distant Realms Prerequisite: Level 9+ Warlock
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
; flesh these areas out as you see fit. Corpse Receiving and Shipping For Characters of 3rd–4th Level Martin Mottet The Dusters examine and sort freshly received bodies in the bowels of the Mortuary
destroyed. Nevervault For Characters of 8th–10th Level Robson Michel The crypts of the Nevervault imprison deathless threats with a tenacious grip on the realms of the living In this encounter
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
; flesh these areas out as you see fit. Corpse Receiving and Shipping For Characters of 3rd–4th Level Martin Mottet The Dusters examine and sort freshly received bodies in the bowels of the Mortuary
destroyed. Nevervault For Characters of 8th–10th Level Robson Michel The crypts of the Nevervault imprison deathless threats with a tenacious grip on the realms of the living In this encounter
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
know better than to enter the palace without an invitation. Badger Minstrels. Each of these four badgers received one of Skabatha Nightshade’s awaken spells, which granted it an Intelligence of 10 and
creature immediately. P6. Woodcutter’s Axe A gleaming greataxe is embedded in a withered tree stump near a bend in the stream.
Treasure. The greataxe is a woodcutter’s axe (see appendix A). Only a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
know better than to enter the palace without an invitation. Badger Minstrels. Each of these four badgers received one of Skabatha Nightshade’s awaken spells, which granted it an Intelligence of 10 and
creature immediately. P6. Woodcutter’s Axe A gleaming greataxe is embedded in a withered tree stump near a bend in the stream.
Treasure. The greataxe is a woodcutter’s axe (see appendix A). Only a