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Returning 35 results for 'core returning guard to her realm'.
Classes
Player’s Handbook
Core Warlock Traits
Primary Ability
Charisma
Hit Point Die
D8 per Warlock level
Saving Throw Proficiencies
Wisdom and Charisma
Skill Proficiencies
Choose 2: Arcana
, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.
Warlocks view their patrons as resources, as means to the end of achieving magical
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
.
Druids are 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
Monsters
Bigby Presents: Glory of the Giants
Berserk. If the core inside the colossus is destroyed, the colossus goes berserk. On each of its turns while berserk, the colossus attacks the nearest creature it can see. If no creature is near
adamantine skeleton, creating a grisly colossal construct. Inside the flesh colossus’s chest is a stone sphere infused with spirits from each elemental plane acting as its core.
To this day, some of
Monsters
The Book of Many Things
multiverse from the Far Realm. They drift through reality like living voids, remaining unseen while searching for souls to consume. When they strike, breath drinkers consume a victim’s personality
and identity, ultimately drawing out and devouring the unfortunate being’s soul. Breath drinkers avoid necrotic energy because it amplifies the void at the core of their existence, rapidly
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
forbidden and dangerous magical secrets. The arcane nature of a witchkite’s hoard seeps into the dragon’s core, granting it spellcasting abilities and twisting its fiery breath into malevolent
Magic cards, there are red dragons (Opportunistic Dragon, Decadent Dragon, and Realm-Scorcher Hellkite), bronze dragons (Loch Dragon), and moonstone dragons (Shimmer Dragon and Archive Dragon). Moonstone dragons are described in Fizban’s Treasury of Dragons.
Fire, Psychic
Classes
Xanathar's Guide to Everything
Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them
Classes
Xanathar's Guide to Everything
Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them
Monsters
Spelljammer: Adventures in Space
end of its body, and a superior intellect. Other psurlons look to the two-headed ones for leadership.
Psurlons
Psurlons are malevolent, wormlike creatures that were ejected from the Far Realm long
many sentient life-forms as they can before returning to the Astral Plane. Psurlons prefer the flesh of humans and halflings but don’t mind feasting on other folk. They use their spellcasting
Monsters
Mythic Odysseys of Theros
deep in the Underworld. Terrifying and cunning, they guard portals between the wards of the Underworld, Erebos’s greatest treasures, and noteworthy souls who might attempt to escape the realm of
Monsters
Spelljammer: Adventures in Space
recognize it for what it is.
Psurlons
Psurlons are malevolent, wormlike creatures that were ejected from the Far Realm long ago. They now live on the Astral Plane. They have legs that end in
strongholds, invade Wildspace systems, and indulge in a seven-year-long ceremony called the Feast of Worlds, during which they consume as many sentient life-forms as they can before returning to the Astral
Monsters
Spelljammer: Adventures in Space
each: disguise self, mage armor (self only)
1/day: suggestionPsurlons are malevolent, wormlike creatures that were ejected from the Far Realm long ago. They now live on the Astral Plane. They have
returning to the Astral Plane. Psurlons prefer the flesh of humans and halflings but don’t mind feasting on other folk. They use their spellcasting abilities to infiltrate the settlements of their
Monsters
Fizban's Treasury of Dragons
advantageous approach to dealing with them.
Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm. They frequently ally with emerald dragons, drawing on their kin
’s knowledge of occult phenomena to track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out alien influence before it spreads.
People who dwell or delve deep
Backgrounds
Baldur’s Gate: Descent into Avernus
, working for someone who has more than they deserve. But the Guild offered you a way to fix that. You keep doing what you’ve always done — guard work, dock labor, business accounting &mdash
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
Monsters
Fizban's Treasury of Dragons
of that faerie realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild.
Moonstone dragons are graceful and elegant creatures
;especially travelers from faraway places.
Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire
Backgrounds
Sword Coast Adventurer's Guide
, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for
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
Monsters
Fizban's Treasury of Dragons
’ attentiveness to unusual events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane
hunts for buried coins for the dragon’s hoard.
3
A galeb duhr acts as a door guard to a young emerald dragon;young emerald dragon's lair.
4
A young emerald dragon invites repeated
spells
an answer instead.
When you cast this spell, roll a d20;{"diceNotation":"1d20", "rollType":"roll", "rollAction":""}. If you roll a 1, the deity appears in the nearest unoccupied space and attacks creatures (including you) in the area for the spell’s duration before returning to its realm.
Monsters
Mordenkainen's Fiendish Folio Volume 1
damage.Deep within the Ethereal Plane are the demiplanes, miniatures worlds built by powerful archmages and other mighty entities to serve as a private domain. Each demiplane is a designed realm
realities. Such is the realm that spawned the xill, horrific, insectoid creatures created long ago to serve an ancient, evil master.
Gruesome Collectors. Xills are horrid, four-armed creatures that seem to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Warlock Core Warlock Traits Primary Ability Charisma Hit Point Die D8 per Warlock level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: Arcana, Deception, History
Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks
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->D&D Beyond Basic Rules
Warlock Core Warlock Traits Primary Ability Charisma Hit Point Die D8 per Warlock level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: Arcana, Deception, History
Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Adventure Hooks Use one of the following adventure hooks to draw the characters into the story: Back to the Realm. This hook continues the story of the Dungeons & Dragons animated series and assumes
the players choose the premade characters that accompany this adventure. Long ago, the characters were transported to the Realm, a world filled with magic and monsters. With magic items they received
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
Becoming a Monster Hunter As a Level 1 Character Gain all the traits in the Core Monster Hunter Traits table. Gain the Monster Hunter’s level 1 features, which are listed in the Monster Hunter
Features table. As a Multiclass Character Gain the following traits from the Core Monster Hunter Traits table: Hit Point Die, proficiency with Martial weapons, and training with Light and Medium armor and
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->Uni and the Hunt for the Lost Horn
Adventure Hooks Use one of the following adventure hooks to draw the characters into the story: Back to the Realm. This hook continues the story of the Dungeons & Dragons animated series and assumes
the players choose the premade characters that accompany this adventure. Long ago, the characters were transported to the Realm, a world filled with magic and monsters. With magic items they received
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Warlock NÉSTOR OSSANDON LEAL An Occultist Empowered by Otherworldly Pacts Core Warlock Traits Primary Ability Charisma Hit Point Die D8 per Warlock level Saving Throw Proficiencies Wisdom and
, demons, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power. Warlocks view their patrons as resources, as means to the end of achieving
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Warlock NÉSTOR OSSANDON LEAL An Occultist Empowered by Otherworldly Pacts Core Warlock Traits Primary Ability Charisma Hit Point Die D8 per Warlock level Saving Throw Proficiencies Wisdom and
, demons, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power. Warlocks view their patrons as resources, as means to the end of achieving
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
is viable. The characters’ best option is to return to Phandalin and share what they’ve discovered with a knowledgeable ally, such as Gwyn Oresong or Rivibiddel. Shortly after returning to Phandalin
, facing threats along the way. In Illithinoch, the characters learn that the mind flayer fanatics already escaped through a gateway into the Far Realm. To pursue them, the characters must explore three Far Realm rifts scattered around Illithinoch and collect keys to open the gateway.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
is viable. The characters’ best option is to return to Phandalin and share what they’ve discovered with a knowledgeable ally, such as Gwyn Oresong or Rivibiddel. Shortly after returning to Phandalin
, facing threats along the way. In Illithinoch, the characters learn that the mind flayer fanatics already escaped through a gateway into the Far Realm. To pursue them, the characters must explore three Far Realm rifts scattered around Illithinoch and collect keys to open the gateway.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Foundling arrives to give you, Saerthe, and Boatswain Tarto a lift back to the academy. Seasoned staff are left behind to take care of the tyrant ship.
After returning to Spelljammer Academy on the
aren’t allowed to attend the senior staff briefing or see Miken, who is confined to his quarters. Two veterans stand guard outside Miken’s room, the door to which has an arcane lock spell cast on it.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Foundling arrives to give you, Saerthe, and Boatswain Tarto a lift back to the academy. Seasoned staff are left behind to take care of the tyrant ship.
After returning to Spelljammer Academy on the
aren’t allowed to attend the senior staff briefing or see Miken, who is confined to his quarters. Two veterans stand guard outside Miken’s room, the door to which has an arcane lock spell cast on it.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to keep the living out of the realm of the dead and the dead from returning to the land of the living. Underworld Crossing Adventures Adventures in Underworld crossings usually involve the characters
Underworld—their treasures proving useless in the realm of the dead. The dunes of discarded coins that pile up on the Underworld’s shores might be enough to tempt mortal treasure hunters, even at the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to keep the living out of the realm of the dead and the dead from returning to the land of the living. Underworld Crossing Adventures Adventures in Underworld crossings usually involve the characters
Underworld—their treasures proving useless in the realm of the dead. The dunes of discarded coins that pile up on the Underworld’s shores might be enough to tempt mortal treasure hunters, even at the