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Returning 35 results for 'corrupted relative great to have realms'.
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Magic Items
Tyranny of Dragons
drone of the Draakhorn discomfits normal animals within a few miles, and it alerts all dragons within two thousand miles to rise and be wary, for great danger is at hand. Coded blasts were once used to
signal specific messages.
Those with knowledge of the Draakhorn’s history know that it was first built to signal danger to chromatic dragons—a purpose the Cult of the Dragon has corrupted to call chromatic dragons to the Well of Dragons from across the North.
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
Legacy
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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
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
Guildmasters’ Guide to Ravnica
convinced that everyone I know is plotting against me.
3
I’ll brave any risk if the monetary reward is great enough.
4
I am convinced that I am far more important than anyone else is
priests.
5
A Gruul druid hates me but would never dare to touch me.
6
I know an Izzet engineer who is desperate to pay off a debt accrued by a deceased relative.
7
Roll an additional
Backgrounds
Guildmasters’ Guide to Ravnica
suspension.
7
Great ideas are fine, but great results are what counts.
8
If you can guess what I’m about to do, that means I’ve run out of imagination.
Ideals
d6
research, often at the expense of my own health and safety.
5
I’m convinced there’s not a soul in Ravnica, except maybe the great Niv-Mizzet, who can match my boundless intellect.
6
Backgrounds
Baldur’s Gate: Descent into Avernus
Guild. If either of them ever finds out, your life as you know it will be over.
6
A close friend or relative joined the Guild and vanished mysteriously. You’ve worked your way into the lower
to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
BALDUR’S GATE
Backgrounds
Guildmasters’ Guide to Ravnica
.]
3
I’m as stubborn as a batterboar.
4
I’m so convinced of my superiority over soft, civilized people that I’ll take great risks to prove it.
5
I’m easily
joined the Cult of Rakdos.
9
A distant relative is trying to recruit me into the Selesnya Conclave.
10
I stopped a Simic biomancer from trapping wild beasts to perform vile experiments on them.
Dark Elf (Drow)
Legacy
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Species
Player’s Handbook (2014)
, learn to conjure forth both light and darkness. Your kin tend to have stark white hair and grayish skin of many hues.
The cult of the god Lolth, Queen of Spiders, has corrupted some of the oldest
drow cities, especially in the worlds of Oerth and Toril. Eberron, Krynn, and other realms have escaped the cult’s influence—for now. Wherever the cult lurks, drow heroes stand on the front lines in the war against it, seeking to sunder Lolth’s web.
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
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
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
Gnome
Legacy
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Species
Basic Rules (2014)
habitations in Oeble, that particular tenement had been built for humans, and smaller residents coped with the resulting awkwardness as best they could.
But at least the relative largeness of the apartment
, sometimes to the great annoyance of their adventuring companions.
ALWAYS APPRECIATIVE
It’s rare for a gnome to be hostile or malicious unless he or she has suffered a grievous injury. Gnomes
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
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
races
Mordenkainen Presents: Monsters of the Multiverse
Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became a new
in a variety of ways: a forked tongue, snake eyes, a snakelike nose, or some other ophidian characteristic. However a yuan-ti looks, they have the power to pursue great good or evil in the multiverse
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Chapter 3: Races of the Realms Faerûn is home to many races, some of them immigrants from other worlds who found their way here in ancient times when gates and portals were more plentiful, and easier
to traverse. Others are relative newcomers to the world, still finding a place for themselves among the long-established races. The civilizations of the elder races have declined, while those of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Chapter 3: Races of the Realms Faerûn is home to many races, some of them immigrants from other worlds who found their way here in ancient times when gates and portals were more plentiful, and easier
to traverse. Others are relative newcomers to the world, still finding a place for themselves among the long-established races. The civilizations of the elder races have declined, while those of the
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->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
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
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Campaign Guide
. Even the most benign plants and animals become poisonous, physically corrupted, and aggressively hostile. This change also affects people as well. Those who hear the Great Beast’s trumpeting shriek
Great Beast Mutations The shadow of the Great Beast first rose within the Bürach Empire soon after the assassination of Emperor Leopold I. Stories of unspeakable horror began to spread throughout the
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
breath of a betrayed lover. Breaking a vow sworn in the name of a powerful being. Betraying a (CR 8+) Celestial, Fey, Fiend, or Undead. Slaying a powerful figure corrupted by the Aether Kindred. Corrupting a person or area of great natural beauty.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Campaign Guide
Wielding An Artifact Before disappearing, the artifacts were tarnished and corrupted by Emperor Leopold I’s delusions, cruelty, and malice. Darkness had seeped into them, transforming their divine
power and purpose. Though it’s heretical to suggest, some believe the artifacts’ befoulment is somehow linked to the death of the gods and the growing influence of the Great Beast. Wielding even one
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Yuan-ti Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became
heritage in a variety of ways: a forked tongue, snake eyes, a snakelike nose, or some other ophidian characteristic. However a yuan-ti looks, they have the power to pursue great good or evil in the multiverse.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Yuan-ti Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became
heritage in a variety of ways: a forked tongue, snake eyes, a snakelike nose, or some other ophidian characteristic. However a yuan-ti looks, they have the power to pursue great good or evil in the multiverse.
Kenku
Legacy
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Species
Volo's Guide to Monsters
capable of flight, and similar objects provoke a great desire for the kenku to acquire the items for themselves.
Despite their lack of wings, kenku love dwelling in towers and other tall structures
. Others strike out on their own in search of the secrets of flight, to master magic, or to uncover the secret of their curse and find a method to break it.
Kenku adventurers, despite their relative
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Campaign Guide
its wake. The forests of Abendland are filled with many-limbed mutants, their flesh twisted into tortured shapes. They attack wayfarers and set upon villages. Nordenland is plagued by corrupted flora
reported sightings of corrupted warriors. Their armor is melted into their flesh. Their weapons are extensions of their limbs, and they hunt from place to place, killing indiscriminately. The sigil of this
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
mundane challenges presented? What part do the rulers or other power groups play in the safety—or the danger—of the population?
Then, more importantly, what can the heroes and adventurers of the realms
. With great power, however, comes the tendency to misuse that power.
Trade guilds, merchant groups, arcane organizations, or secret societies—all of them operate on the principle that combined might
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Preface Hail and well met, traveler! Welcome to a world of magic and adventure. Originally created by Ed Greenwood, the Forgotten Realms setting has been home to Dungeons & Dragons stories and games
for decades. Built for tales of swords and sorcery, the Realms initially grew and flourished in Ed’s D&D campaign, which featured heroes like the Knights of Myth Drannor in the Dalelands. Ed also
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Preface Hail and well met, traveler! Welcome to a world of magic and adventure. Originally created by Ed Greenwood, the Forgotten Realms setting has been home to Dungeons & Dragons stories and games
for decades. Built for tales of swords and sorcery, the Realms initially grew and flourished in Ed’s D&D campaign, which featured heroes like the Knights of Myth Drannor in the Dalelands. Ed also
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragon Campaigns Dragons occupy a prominent place in most D&D worlds, but in some realms, they are central to a world’s story. Consider these three examples. Laurana and Kitiara—generals and
armies of draconians (described in chapter 6) formed from the corrupted eggs of metallic dragons, while heroes and villains alike ride mighty dragons into battle. Council of Wyrms. The Io’s Blood isles