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Returning 35 results for 'core rather guardian to her regions'.
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Classes
Player’s Handbook
Core Rogue Traits
Primary Ability
Dexterity
Hit Point Die
D8 per Rogue level
Saving Throw Proficiencies
Dexterity and Intelligence
Skill Proficiencies
Choose 4: Acrobatics
skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
In combat, Rogues prioritize subtle strikes over brute strength. They would rather make
Classes
Player’s Handbook
Core Druid Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Druid level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Animal Handling
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
Monsters
Dragons of Stormwreck Isle
was creating a spore servant from a dead giant octopus to protect the caves while the leader could not. Unlike a living octopus, this guardian has only basic control over its tentacles. Rather than coiling around intruders to immobilize them, the spore servant simply bludgeons them.
Monsters
Dragonlance: Shadow of the Dragon Queen
at his core, the seneschal didn’t return as a skeletal knight but rather as an intangible spirit. Caradoc’s Undead form suits him well, allowing him to possess the living and use unwilling
Monsters
Curse of Strahd
): divination, freedom of movement, guardian of faith
5th level (2 slots): greater restoration, raise dead
6th level (1 slot): find the path, harm, true seeing
7th level (1 slot): fire storm
the master of Ravenloft, but she has all the power she desires and doesn’t seek to supplant him. She would rather help Strahd find someone else to succeed him, although she has grave doubts about
Backgrounds
Guildmasters’ Guide to Ravnica
protection and durability
2
Fin Clade, focused on movement
3
Gyre Clade, focused on cyclical patterns and metamagic
4
Guardian Project, focused on creating guard monsters and super
Everything I do is an attempt to impress someone I love.
Flaws
d6
Flaw
1
I have a rather embarrassing mutation that I do everything I can to keep hidden.
2
I’m more
Backgrounds
Guildmasters’ Guide to Ravnica
1
I never raise my voice or lose my temper.
2
I feel the pains and joys of everyone around me, friend or foe.
3
I would rather make a friend than thwart an enemy.
4
I’m
.
Selesnya Contacts
d8
Contact
1
A wise centaur trainer believed in me even though I was a terrible student.
2
A good friend has risen to become a Ledev guardian.
3
I left
Monsters
Eberron: Rising from the Last War
— an ancient lich said to dwell in a castle of bone and ice in the coldest regions of the Lhazaar Principalities. Some stories say that she is served by a legion of undead and that she maintains a
Emerald Claw, but her motives for founding the order are buried in her past. Lady Illmarrow has no interest in ruling the living. Rather, she seeks to become Queen of the Dead.
The Mark of Death
Backgrounds
Sword Coast Adventurer's Guide
use by the faction’s operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don’t merely fulfill a small function for that
knowledge, rather than brute force. Harper agents are often proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and
Backgrounds
Baldur’s Gate: Descent into Avernus
Characteristics
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor
could be hidden.
4
I would rather make a new friend than a new enemy.
5
I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6
I don’t pay
Water Weird
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
ends, the target is restrained, the water weird tries to drown it, and the water weird can’t constrict another target.A water weird is an elemental guardian bound to a specific water-filled
interlopers rather than kill them, while a neutral evil water weird kills its victims for pleasure and might turn against its summoner. A water weird loses its evil alignment if its waters are cleansed
Criminal / Spy
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
sold the secrets you uncovered to the highest bidder.
Suggested Characteristics
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an
new place is note the locations of everything valuable—or where such things could be hidden.
4
I would rather make a new friend than a new enemy.
5
I am incredibly slow to trust. Those
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
rather than perform the work or confront the foe. Even when subsumed into a goblinoid host and drawn into war, bugbears must often be roused from naps and bribed to get them to do their duties.
This
indolence offers no clue to how vicious the creatures are. Bugbears are capable of bouts of incredible ferocity, using their muscular bodies to exact swift and ruthless violence. At their core
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
pleasurable creatures and things are ones that allow lizardfolk to assess more situations as benign rather than fearsome.
Cold and Calculating
Most humanoids describe cold-blooded people as lacking in
plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers.
Hapless Soft Ones
At their core, lizardfolk view other humanoids with an indifference verging on
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature
; territory.
Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Druid ALEXANDER MOKHOV A Nature Priest of Primal Power Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Druid Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, Animal Handling, Insight
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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Druid ALEXANDER MOKHOV A Nature Priest of Primal Power Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill
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
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
The Bürach Empire Sebastian Kowoll The Bürach Empire is a land of ambition, politics, and a rotting at its core. The Hearthkeepers of the Bürach attempt to keep the political center of the empire
stable, often by means that range from subtle to nefariously violent. The four regions that comprise Bürach have their own issues and their own structures, but they share one truth: the world is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Druid Core Druid Traits Primary Ability Wisdom Hit Point Die D8 per Druid level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, Animal Handling, Insight
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
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
most excitement. Artificers who wish to make their mark must innovate, creating something fresh, rather than iterating on familiar designs. This drive for novelty pushes artificers to become
adventurers. Eberron’s main travel routes and populated regions have long since been explored. Thus, artificers seek the frontiers of civilization in hopes of making the next great discovery in arcane research.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
most excitement. Artificers who wish to make their mark must innovate, creating something fresh, rather than iterating on familiar designs. This drive for novelty pushes artificers to become
adventurers. Eberron’s main travel routes and populated regions have long since been explored. Thus, artificers seek the frontiers of civilization in hopes of making the next great discovery in arcane research.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
most excitement. Artificers who wish to make their mark must innovate, creating something fresh, rather than iterating on familiar designs. This drive for novelty pushes artificers to become
adventurers. Eberron’s main travel routes and populated regions have long since been explored. Thus, artificers seek the frontiers of civilization in hopes of making the next great discovery in arcane research.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
most excitement. Artificers who wish to make their mark must innovate, creating something fresh, rather than iterating on familiar designs. This drive for novelty pushes artificers to become
adventurers. Eberron’s main travel routes and populated regions have long since been explored. Thus, artificers seek the frontiers of civilization in hopes of making the next great discovery in arcane research.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Rogue AURORE FOLNY A Dexterous Expert in Stealth and Subterfuge Core Rogue Traits Primary Ability Dexterity Hit Point Die D8 per Rogue level Saving Throw Proficiencies Dexterity and
them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rogue Core Rogue Traits Primary Ability Dexterity Hit Point Die D8 per Rogue level Saving Throw Proficiencies Dexterity and Intelligence Skill Proficiencies Choose 4: Acrobatics, Athletics
and disarming traps, and opening locks. In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise strike than wear an opponent down with a barrage of blows
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Rogue AURORE FOLNY A Dexterous Expert in Stealth and Subterfuge Core Rogue Traits Primary Ability Dexterity Hit Point Die D8 per Rogue level Saving Throw Proficiencies Dexterity and
them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rogue Core Rogue Traits Primary Ability Dexterity Hit Point Die D8 per Rogue level Saving Throw Proficiencies Dexterity and Intelligence Skill Proficiencies Choose 4: Acrobatics, Athletics
and disarming traps, and opening locks. In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise strike than wear an opponent down with a barrage of blows
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the Ancestral Guardian Rather than calling upon the spirits of your ancestors, you are in communion with the franchise executives and corporate raiders who have traveled your path before. These paragons
to be of assistance. d6 Spirit Guardian
1 A half-orc enforcer called Joey Plantain, missing his right arm
2 A disgraced tax collector named Nibbin Clutchquill
3 An overly
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the Ancestral Guardian Rather than calling upon the spirits of your ancestors, you are in communion with the franchise executives and corporate raiders who have traveled your path before. These paragons
to be of assistance. d6 Spirit Guardian
1 A half-orc enforcer called Joey Plantain, missing his right arm
2 A disgraced tax collector named Nibbin Clutchquill
3 An overly
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
convoluted plots to thwart the evil designs of their enemies. A guardian naga doesn’t seek out violence, warning off intruders rather than attacking. Only if its foes persist does the naga attack
Guardian Naga Wise and good, the beautiful guardian nagas protect sacred places and items of magical power from falling into evil hands. In their hidden redoubts, they research spells and hatch
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
convoluted plots to thwart the evil designs of their enemies. A guardian naga doesn’t seek out violence, warning off intruders rather than attacking. Only if its foes persist does the naga attack
Guardian Naga Wise and good, the beautiful guardian nagas protect sacred places and items of magical power from falling into evil hands. In their hidden redoubts, they research spells and hatch
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
2. Riddling Guardian A rather mangy, bedraggled gynosphinx squats in the space where the three corridors converge. A wall of force along the south side separates the gynosphinx from those who
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
2. Riddling Guardian A rather mangy, bedraggled gynosphinx squats in the space where the three corridors converge. A wall of force along the south side separates the gynosphinx from those who
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