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Returning 35 results for 'conviction realms great to her recent'.
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Spells
Player’s Handbook
the old feat and gain the benefits of the new one. You can’t replace a feat that is a prerequisite for any of your other feats or features.
Roll Redo. You undo a single recent event by forcing
wish for something not included in any of the other effects. To do so, state your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater
Monsters
Mordenkainen Presents: Monsters of the Multiverse
each: arcane gate, detect thoughts, true seeingWarlocks of the Great Old One gain their powers through magical pacts forged with eldritch entities from strange and distant realms of existence. Some
of these warlocks associate with cultists devoted to these entities, as well as Aberrations that share their goals, yet other warlocks of the Great Old One are experts at rooting out the chaos and
Monsters
Planescape: Adventures in the Multiverse
portals and paths connected to goodly realms. They have powerfully built, bipedal bodies with the heads of great bears and eyes like pools of silvery light. When warden archons speak, glimmering
Monsters
Planescape: Adventures in the Multiverse
endeavors outside Mechanus, with the most notable example being the Great Modron March. Hextons have solid frames that bristle with six shining flanges. They boast a pair of arms and tentacles, both of
, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Lightning, Psychic
Fey Wanderer
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Classes
Tasha’s Cauldron of Everything
fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.
Genasi
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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
of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in
Backgrounds
Sword Coast Adventurer's Guide
As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Faerûn’s great institutes of learning , where you
of knowledge.
The most well known of Faerûn’s fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to
Classes
Sword Coast Adventurer's Guide
, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.
The gods
of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of evil. Having one horn is most common, but a particularly fierce ki-rin might have two horns or a set of antlers like those of a great stag.
In many lands, common folk view ki-rins as heralds of
coronation, everyone present understands that the creature is telling them the person so honored could become a great force for good. Ki-rins have also been known to appear at the sites of great battles
Monsters
Mythic Odysseys of Theros
. In recent memory, the massive menace rose from the waves to topple the Pyrgnos, Meletis’s great repository of scholarly knowledge. Since that day, the polis keeps a watch specifically for
Classes
Sword Coast Adventurer's Guide
, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.
The gods
of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian
Monsters
The Book of Many Things
Euryale’s story and unwavering conviction.
These medusas are divinely empowered champions, drawing their power from a cosmic truth, the will of a deity, or the primal forces of nature. They
medusa’s lair.
3
Maintain a planar crossing from which great power flows while also curtailing the effects of that power as it infuses the world.
4
Seek out a new generation of
Aarakocra
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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
Backgrounds
Sword Coast Adventurer's Guide
;n. Recent events in your homeland have led to the abolition of slavery, and a corresponding increase in the traffic between Mulhorand and the distant parts of Faerûn.
Those who leave behind
hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly
Monsters
Mordenkainen's Fiendish Folio Volume 1
, built for a specific purpose. Some are fortresses, designed to keep wanderers from the material world away. Others are far more sinister, dark realms where evil dreams take root and become ghastly
collect.
A Mysterious Task. Little has been heard of Kerpatis. Save for the recent theft of three mighty items in the World of Greyhawk, he has remained primarily a figure of myth, rumor, and legend. As
Wish
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Spells
Basic Rules (2014)
could make yourself and all your companions immune to a lich's life drain attack.
You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn
. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This
monsters
great viperine creatures, which had curiously distorted heads, and grotesquely great clawed appendages, supporting themselves with ease by the aid of black rubbery wings of singularly monstrous
dimensions.
—August Derleth, The Lurker at the Threshold
Hunting horrors serve Nyarlathotep’s bidding across the cosmos, and even into the unknown outter realms. Cultists who venerate the
races
homes. They journeyed to the reaches of Valika to escape their own kingdoms in the south. When they claimed the lands already populated by other folk, war became inevitable. By the time the great
their realms are far from homogeneous, each with their own history and mix of folk from other heritages.
Of all human vices, ambition is thought to be the most insidious. Humans still dominate
monsters
the stars, driven by some unknowable urge to leave the terrestrial realms behind.
Abandoned Domains. The flying polyps once gathered in great cities. They constructed vaults deep within the earth
Half-Elf
Legacy
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Species
Basic Rules (2014)
friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as
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
monsters
survived these horrors. They are capable of walking between the realms of the universe, and they constantly move, spending little time at a location.
These entities occasionally serve a god or a Great
Triton
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Species
Volo's Guide to Monsters
elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in
to escape so easily. A great conclave of tritons chose volunteers skilled in weapons and magic as part of an expeditionary force to enter the Material Plane and seek out their enemies.
Those tritons
races
sanctuary within its walls. The Great College dedicated to magical study in the city quickly became a sanctum for mages of all disciplines from across Etharis, creating a golden age of magic within its
two realms, often haunted by memories of the city’s destruction, of which they rarely if ever speak.
Disembodied Traits
Creature Type: HumanoidSize: Your size is Small or Medium, as you
Human
Legacy
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Species
Basic Rules (2014)
build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves
naming traditions of their ancestors.
The material culture and physical characteristics of humans can change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Companions of the Hall, The Named for the dwarf stronghold of Mithral Hall in the Forgotten Realms setting, the Companions of the Hall is a group of heroic adventurers whose exploits have spanned
centuries and even crossed the bounds of death. Drizzt Do’Urden is the central figure in this party; all his companions have died and been reincarnated in new forms in recent years. These other
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Companions of the Hall, The Named for the dwarf stronghold of Mithral Hall in the Forgotten Realms setting, the Companions of the Hall is a group of heroic adventurers whose exploits have spanned
centuries and even crossed the bounds of death. Drizzt Do’Urden is the central figure in this party; all his companions have died and been reincarnated in new forms in recent years. These other
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
of Darkhold; the fortified abbey of Helm’s Hold; sites of great battles such as Boareskyr Bridge and the Fields of the Dead; realms of some security, such as Elturgard and Hartsvale; and the yuan-ti
Larloch, are all independent realms, as are the High Moor, the Trollclaws, and the High Forest. There is much danger and adventure to be had in the free places of the North, and a great deal of wealth and
Tabaxi
Legacy
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Species
Volo's Guide to Monsters
relics, magical items, and other rare objects. Aside from the power such items might confer, a tabaxi takes great joy in unraveling the stories behind their creation and the history of their use
wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren’t above a little discreet theft to get their claws
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Laeral Silverhand Laeral (LAIR-ull) Silverhand is the fifth of seven daughters of Mystra, a deity of magic in the Forgotten Realms setting. (Alustriel Silverhand is Laeral’s older sister.) She is
. Though her power has waxed and waned depending on Mystra’s involvement with the world and has declined significantly in recent years, Laeral remains one of the most formidable spellcasters in a world known for powerful spellcasters.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Laeral Silverhand Laeral (LAIR-ull) Silverhand is the fifth of seven daughters of Mystra, a deity of magic in the Forgotten Realms setting. (Alustriel Silverhand is Laeral’s older sister.) She is
. Though her power has waxed and waned depending on Mystra’s involvement with the world and has declined significantly in recent years, Laeral remains one of the most formidable spellcasters in a world known for powerful spellcasters.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
of Darkhold; the fortified abbey of Helm’s Hold; sites of great battles such as Boareskyr Bridge and the Fields of the Dead; realms of some security, such as Elturgard and Hartsvale; and the yuan-ti
Larloch, are all independent realms, as are the High Moor, the Trollclaws, and the High Forest. There is much danger and adventure to be had in the free places of the North, and a great deal of wealth and
Paladin
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Classes
Basic Rules (2014)
an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there.
Silver hair shining in a shaft
against the shadow, a knight whose oath descends from traditions older than many of the gods? Or are you an embittered loner sworn to take vengeance on those who have done great evil, sent as an
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
living realm of humans, even if their works have been forgotten by humans and dwarves alike. The greatest and most recent of these dwarven realms was Delzoun, also called the Northkingdom. It
Waterdeep, or a Myth Drannor, there was the brief (in dwarven terms) glory of Besilmer, and the realms of Haunghdannar and Gharraghaur. Ruins now, to be sure, but these kingdoms lasted longer than almost any
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
living realm of humans, even if their works have been forgotten by humans and dwarves alike. The greatest and most recent of these dwarven realms was Delzoun, also called the Northkingdom. It
Waterdeep, or a Myth Drannor, there was the brief (in dwarven terms) glory of Besilmer, and the realms of Haunghdannar and Gharraghaur. Ruins now, to be sure, but these kingdoms lasted longer than almost any
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
The Great Wheel The default D&D cosmology includes more than two dozen planes, detailed in this chapter. The most common understanding of these planes visualizes them as a group of concentric wheels
, with the Material realms at the center. The Inner Planes form a wheel around the Material Plane, enveloped in the Ethereal Plane. Then the Outer Planes form another wheel around and behind (or above