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Returning 30 results for 'core rejection gentle to have realms'.
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Classes
Player’s Handbook
Core Cleric Traits
Primary Ability
Wisdom
Hit Point Die
D8 per Cleric level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: History, Insight
, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP
Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity
Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and
skill with sword, bow, and strategy.
Hidden Woodland Realms
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
River Ma’at The River Ma’at is a snaking waterway that flows spireward of the gate-towns from Torch to Excelsior. Boathouses float atop its gentle waters, and gnome-operated paddle steamers chug
along the river’s length, ferrying travelers between realms for a few lodestars. Stilt houses rise from the river’s flooded banks, marshy expanses widened by countless tributaries and surges from other
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Astral and Ethereal The planes of Eberron are bound together in their own cosmology. But the astral and ethereal planes surround and enfold them, functioning exactly as they do in the core cosmology
. If you wish to facilitate contact between Eberron and other settings, passage through the Deep Ethereal is the simplest way to accomplish it. The potential impact of contact between Eberron and other realms is discussed in chapter 1.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
core cosmology, unearthly realms populated by demons. The Ghaash’kala raid these demiplanes to get the supplies they need to survive.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
existing realms. To do so would be to put one of the Five Nations above the others, and that would lead to breaks and fractures that would eventually destroy the kingdom. Thus, he established his seat of
power on an island in Scions Sound. There he built the great castle of Thronehold. After Jarot’s death and the rejection of the line of succession that led to the Last War, the island and castle were
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cleric Core Cleric Traits Primary Ability Wisdom Hit Point Die D8 per Cleric level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: History, Insight, Medicine
GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Cleric MICHAEL BROUSSARD A Miraculous Priest of Divine Power Core Cleric Traits Primary Ability Wisdom Hit Point Die D8 per Cleric level Saving Throw Proficiencies Wisdom and Charisma Skill
Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
path of the cleric become embittered and seek favor with sinister or forbidden gods or forge pacts with other powerful entities. Religious scholars in the Realms debate whether divine rejection led such
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
following sections are written for you, the DM, to consider and incorporate into your adventures as you see fit. If you wish to reveal the core mysteries of Ravenloft to your players and explore the Land
in Ravenloft, elements the following chapters explore as tools for crafting horror adventures. For details on specific Domains of Dread and interactions between these realms, see chapter 3.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
It’s Your World In creating your campaign world, it helps to start with the core assumptions and consider how your setting might change them. The subsequent sections of this chapter address each
, but they’re not the only set of assumptions that can do so. You can build an interesting campaign concept by altering one or more of those core assumptions, just as well-established D&D worlds have done
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
in module X9, The Savage Coast, which was set in the world of Mystara. Tortles, like most other adventurous races, can appear on any D&D world. In the Forgotten Realms, the peninsula of Chult and the
Snout of Omgar make good homes for them. This supplement assumes that you have the D&D fifth edition core rulebooks (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual) as well as Volo’s
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the Forgotten Realms or Eberron, where empires of giants thrived thousands of years ago. Or it could be a world of your own creation, perhaps one where giants have maintained an unbroken line of rule
hold ranks based on their position in the ordning. Or several smaller realms might coexist in varying degrees of mutual hostility. Maybe storm giants have their own realm or realms, cloud giants their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Core Assumptions The rules of the game are based on the following core assumptions about the game world. Gods Oversee the World. The gods are real and embody a variety of beliefs, with each god
heals wounds to something much more rare and impressive, such as a levitating tower or a stone golem guarding the gates of a city. Beyond the realms of civilization are caches of magic items guarded
Compendium
- Sources->Dungeons & Dragons->Monster Manual
or create water. These genies typically dwell in or near bodies of water. While gentle marids make homes amid springs, oases, and serene pools, tempestuous marids inhabit sea stacks, whirlpools, and
seas to those who defend the marids’ watery realms or who offer them pleasing gifts. Marids appreciate rare aquatic treasures, such as colorful pearls, shell instruments, or delicacies from distant seas
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
affect Prismeer more than they could if she were still active. As the characters make their way across the splintered realms of Prismeer, any emotional outburst or change in mood they exhibit might be
form of an old woman’s sad face. 6 A gentle breeze carries a sweet scent. A chill wind carries a rotten stench. 7 The croak of a nearby frog sounds an awful lot like “I love you.” A nearby raven mocks
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
are easily identified by the expansion of the walls beyond the central core. These internal walls naturally divide the city into wards (neighborhoods defined by specific features), which have their own
Realms, Sharn in Eberron, and the Free City of Greyhawk stand as vital beacons of civilization in the D&D worlds.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, planar travelers came to recognize that many of the realms and layers of the multiverse are configured in multiples of three. It is possible that plane-traveling hags learned of this planar-based
, inflict wounds 2nd level (3 slots): gentle repose, ray of enfeeblement 3rd level (3 slots): animate dead, revivify, speak with dead 4th level (3 slots): blight, death ward 5th level (2 slots): contagion
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
bonfire’s core.
“We come from an ancient land whose name is long forgotten—a land of kings. Our enemies forced us from our homes, and now we wander the lost roads.”
The dark shape in the fire takes the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
are ripe and sweet, fragrant perfumes replace everyday odors, and gentle breezes carry melodious tunes. Floating Structures. Clouds as solid as earth drift through the skies above Excelsior. They
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->Planescape: Adventures in the Multiverse->Sigil and the Outlands
markets to the Outer Planes without the breakneck pace or cutthroat competition of that multiversal hub. Tradegate is a town of industrious laborers and gentle traders, buzzy plazas and quaint boutiques
the many sites in the Outlands (see the “Other Realms” section later in this chapter). 4 A local beekeeper wants to sell a special planar honey in the Everything Emporium. To help her get started, the beekeeper asks the characters to capture 1d10 live sunflies (see Morte’s Planar Parade).
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
destruction. The last one hundred fifty years have comprised one of the most cataclysmic periods in Faerûn’s history. On no fewer than three occasions, Toril has been shaken to its core by forces that have
killed, while the face of Faerûn was reshaped by waves and veils of mystic blue fire. Entire nations were displaced or exchanged with realms from other worlds, and parts of the earth were torn free to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
on Greek myth or the Epic of Gilgamesh, and so on. Heroic Fantasy Heroic fantasy features adventurers bringing magic to bear against monstrous threats—the default subgenre presented in the core D&D
of a mythic fantasy campaign: Divine Trials. Seeking a gift or favor from the gods, the adventurers undertake a series of trials that lead them to the realms of the gods, where the adventurers can
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
artistry. Tradition and honor demand that it be crushed into gravel and a new speaking stone begun. Gentle Giants? Newcomers who know only about the stone giants’ focus on artistry might think them to be a
realms of the storm giants, which maintain a constant watch for the all-important signs. In ages past, when giant dynasties reigned, the signs that accompanied the leader of them all were clear and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, research and remove complex curses, and comfort those who have glimpsed otherworldly horrors of sinister realms. Althax Darkfleece (bariaur wanderer with an Intelligence of 17; see Morte’s Planar
“sustainably sourced” roadkill, scavenged fresh daily from arid stretches of inhospitable realms. Sugar and Spice. This candy shop is co-owned by a faerie dragon named Pancake and an imp named Qribbig
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
bristles at the Dusters’ fatalistic dismissal of life, and the Society of Sensation viscerally opposes their rejection of passion. Mercykillers Who Bring Justice to the Deserving Factol: Alisohn Nilesia
transcend their potential and attain the power of gods. Even still, Seekers suspect that divinity isn’t the ultimate expression of their core beliefs, but rather a stepping stone to an unknowable
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
women who can make hard choices for the good of their realms. In reality, they are bound to Yan-C-Bin and are blind to their own corruption and decadence. Despite their refined manners and social
melee attack.
Howling Hatred Initiate Howling Hatred initiates are attracted by the cult’s philosophy of non-attachment and the rejection of material things, unaware of the cult’s true nature. The
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Eilistraee is a god of moonlight, song, dance, and, most important, the rejection of the evil ways of Lolth. Drow who feel like outsiders in their society, who react with disgust to the evils perpetrated by
accurate, since Lolth seems to have little influence in Khyber but the drow there bear many similarities to the Lolth-worshiping drow of other realms throughout the multiverse. On Krynn, Lolth is
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
core of divine entities remained loyal. Because they rejected Lolth’s treacherous ways, they retained their primal power and their immortality. Surface elves, and other elves who dwell in the light
they mark her symbol on graves and tombs to invoke her protection of the dead. In these comforting aspects, Sehanine is often imagined as a willowy, gentle male elf with shining eyes that reveal both
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Peering into the water’s depths reveals thin, pale faces staring back, dark monsters swimming past, and glimpses of distant realms. A creature can wade through the water safely, but any creature that
open archway to a staircase that leads down to area P31 and up to areas P47 and P49. The coffer contains a plum-sized jewel made of transparent blue crystal with a tiny, Z-shaped crack in its core (see