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Returning 35 results for 'conviction regions guardian to her rules'.
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Classes
Player’s Handbook
regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.
Becoming a Druid...
As a Level 1 Character
Gain all the
Traits table: Hit Point Die and training with Light armor and Shields.
Gain the Druid’s level 1 features, which are listed in the Druid Features table. See the multiclassing rules in chapter 2
Monsters
Fizban's Treasury of Dragons
life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions
)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers suggestions for stories and adventures
Monsters
Fizban's Treasury of Dragons
, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many
. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers suggestions for stories
Monsters
Fizban's Treasury of Dragons
, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
without the boredom. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers
Monsters
Fizban's Treasury of Dragons
in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or
is learning, but without the boredom. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Power of Secrets The characters can learn two secrets in this chapter that are applicable to the rules in “The Power of Secrets” section in this book’s introduction: Marian’s Secret. Marian Xavere
this chapter for more information. Rerak’s Secret. The false lich resents his imprisonment in the Tomb of Wayward Souls and never wanted to enact Acererak’s will. Rerak is the guardian of the rod piece the characters seek and waits in area T26 of the complex.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Power of Secrets The characters can learn two secrets in this chapter that are applicable to the rules in “The Power of Secrets” section in this book’s introduction: Marian’s Secret. Marian Xavere
this chapter for more information. Rerak’s Secret. The false lich resents his imprisonment in the Tomb of Wayward Souls and never wanted to enact Acererak’s will. Rerak is the guardian of the rod piece the characters seek and waits in area T26 of the complex.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map
answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
civilization, protecting each from the other. The Greensingers see the magic of the fey as a part of nature. They honor the archfey that have influence in their regions and try to live in harmony with other
threats, such as aberrations and fiends. They maintain ancient wards that bind the daelkyr in Khyber. Horizon Walker rangers and Ancestral Guardian barbarians fit in here. The Ashbound are champions
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
dungeon, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map
the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
dungeon, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map
the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map
answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
civilization, protecting each from the other. The Greensingers see the magic of the fey as a part of nature. They honor the archfey that have influence in their regions and try to live in harmony with other
threats, such as aberrations and fiends. They maintain ancient wards that bind the daelkyr in Khyber. Horizon Walker rangers and Ancestral Guardian barbarians fit in here. The Ashbound are champions
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
complexities of social interaction. The rules for resting are also in this section, along with a discussion of the activities your character might pursue between adventures. Whether adventurers are
wilderness regions. The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
complexities of social interaction. The rules for resting are also in this chapter, along with a discussion of the activities your character might pursue between adventures. Whether adventurers are
wilderness regions. The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
complexities of social interaction. The rules for resting are also in this chapter, along with a discussion of the activities your character might pursue between adventures. Whether adventurers are
wilderness regions. The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
complexities of social interaction. The rules for resting are also in this section, along with a discussion of the activities your character might pursue between adventures. Whether adventurers are
wilderness regions. The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of
training with Light armor and Shields. Gain the Druid’s level 1 features, which are listed in the Druid Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
closely tied to the distant land of Xen’drik. The following optional rules are a way to explore this aspect of the setting. Optional Rule: Common Languages
Common is the language of the Five Nations
regions or cultures. The DM may change the languages assigned to a monster or NPC to reflect this.
Giant is the common tongue of Xen’drik. It is rarely encountered on Khorvaire. Monsters in Khorvaire
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger
Druid’s level 1 features, which are listed in the Druid Features table. See the multiclassing rules in “Creating a Character” to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of
training with Light armor and Shields. Gain the Druid’s level 1 features, which are listed in the Druid Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
closely tied to the distant land of Xen’drik. The following optional rules are a way to explore this aspect of the setting. Optional Rule: Common Languages
Common is the language of the Five Nations
regions or cultures. The DM may change the languages assigned to a monster or NPC to reflect this.
Giant is the common tongue of Xen’drik. It is rarely encountered on Khorvaire. Monsters in Khorvaire
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger
Druid’s level 1 features, which are listed in the Druid Features table. See the multiclassing rules in “Creating a Character” to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Deadbark Dryad As Riffel and the characters talk, the peylon tree’s guardian emerges from the grotto’s wall and stands before her uninvited guests. This is Gazaia, a deadbark dryad (see appendix
powerful artifact buried in this hill—the rod piece—infused the peylon tree with its magic and enticed Gazaia to become the tree’s guardian. When Lord Soth’s soldiers recently stole the artifact, Gazaia
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Deadbark Dryad As Riffel and the characters talk, the peylon tree’s guardian emerges from the grotto’s wall and stands before her uninvited guests. This is Gazaia, a deadbark dryad (see appendix
powerful artifact buried in this hill—the rod piece—infused the peylon tree with its magic and enticed Gazaia to become the tree’s guardian. When Lord Soth’s soldiers recently stole the artifact, Gazaia
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
career to the epic heights of level 20. These tiers don’t have any rules associated with them; they point to the fact that the play experience evolves as characters gain levels. Tier 1 (Levels 1–4) In
features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions. Tier 4 (Levels 17–20) At tier 4, characters
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
career to the epic heights of level 20. These tiers don’t have any rules associated with them; they point to the fact that the play experience evolves as characters gain levels. Tier 1 (Levels 1–4) In
features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions. Tier 4 (Levels 17–20) At tier 4, characters
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
career to the epic heights of level 20. These tiers don’t have any rules associated with them; they point to the fact that the play experience evolves as characters gain levels. Tier 1 (Levels 1–4) In
features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions. Tier 4 (Levels 17–20) At tier 4, characters
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
career to the epic heights of level 20. These tiers don’t have any rules associated with them; they point to the fact that the play experience evolves as characters gain levels. Tier 1 (Levels 1–4) In
features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions. Tier 4 (Levels 17–20) At tier 4, characters
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
and phase spiders in the keep, using the rules for encounter building in the Dungeon Master’s Guide to create an appropriate challenge. Weaker Construct. The stone golem in area 4 can be replaced with
a clay golem, a shield guardian, or another weaker Construct. Ghostly Allies. When the characters battle the behir, their ghostly allies harry and distract the creature, giving it disadvantage on
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Basilisk Reptilian Guardian with a Petrifying Gaze Habitat: Mountain, Underdark; Treasure: Any Brian Valeza Basilisks are ponderous predators with eight clawed legs, crystalline spines, and mighty
ears open.
—X the Mystic’s
Rules of Dungeon Survival
Petrified Basilisk Victims 1d8 A Basilisk Used Its Gaze to Petrify... 1 An adventurer with an ornate key hanging around their neck. 2
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Basilisk Reptilian Guardian with a Petrifying Gaze Habitat: Mountain, Underdark; Treasure: Any Brian Valeza Basilisks are ponderous predators with eight clawed legs, crystalline spines, and mighty
ears open.
—X the Mystic’s
Rules of Dungeon Survival
Petrified Basilisk Victims 1d8 A Basilisk Used Its Gaze to Petrify... 1 An adventurer with an ornate key hanging around their neck. 2
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters want to arrange for someone else to watch over the young dragon, finding a suitable guardian might require research. Or the characters might decide to sow positive rumors in the area where the
goblin might assist with this task if the characters keep him around, as a kind of warm-up for the rules for letting NPCs run franchise tasks (which the characters will gain access to at the end of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
and phase spiders in the keep, using the rules for encounter building in the Dungeon Master’s Guide to create an appropriate challenge. Weaker Construct. The stone golem in area 4 can be replaced with
a clay golem, a shield guardian, or another weaker Construct. Ghostly Allies. When the characters battle the behir, their ghostly allies harry and distract the creature, giving it disadvantage on
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters want to arrange for someone else to watch over the young dragon, finding a suitable guardian might require research. Or the characters might decide to sow positive rumors in the area where the
goblin might assist with this task if the characters keep him around, as a kind of warm-up for the rules for letting NPCs run franchise tasks (which the characters will gain access to at the end of