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Returning 35 results for 'creation reside group to have restoring'.
Monsters
The Book of Many Things
one world, one for each card in a Deck of Many Things. As a group, hierophants are sometimes called Sages, but each hierophant is also identified with a particular card. When a hierophant dies, the
hierophants are present. As the cosmic narrative unfolds, the new hierophant is inducted into the esoteric secrets of the group’s leadership. The rite concludes with a mind-shattering vision of the Void
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, chitines make good workers, and they can be useful if the cult finds an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the cult destroys
floors, walls, structures, objects, and traps that benefit the colony. A warrior might be responsible for crafting web armor (which is as tough as hide or leather), while a group of workers might be
Monsters
Fizban's Treasury of Dragons
of creation.
5
To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge.
6
I see a far more kaleidoscopic reality than you do
possible—including the creation of a more orderly and perfect cosmos than this one.
Amethyst Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal
Monsters
Mordenkainen Presents: Monsters of the Multiverse
reality, a group of nine mind flayer arcanists used their arcane magic and psionics to weave a new truth. These nine called themselves the Alhoon, and those who follow in their footsteps are referred to by
the same name.
Collaborative Undeath
To become alhoons, mind flayer arcanists must cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and
Backgrounds
Guildmasters’ Guide to Ravnica
clade — a diverse group of individuals combining disparate talents in pursuit of a common goal — or a researcher on a specialized, short-term project focused on addressing an immediate
ability, enlarge/reduce
3rd
gaseous form, water breathing, wind wall
4th
freedom of movement, polymorph
5th
creation
When your magic causes physical
Monsters
Fizban's Treasury of Dragons
shared with those who can appreciate it?
4
Although some are fascinated by words, I think numbers are the true foundations of creation.
5
To experience a thing is to truly understand it
to interfere. I merely seek to observe, learn, and understand.
8
With a true understanding of metaphysics, anything is possible—including the creation of a more orderly and perfect cosmos
Monsters
Fizban's Treasury of Dragons
foundations of creation.
5
To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge.
6
I see a far more kaleidoscopic reality than
, anything is possible—including the creation of a more orderly and perfect cosmos than this one.
Amethyst Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal
Monsters
Fizban's Treasury of Dragons
use is vast knowledge or insight if it is not shared with those who can appreciate it?
4
Although some are fascinated by words, I think numbers are the true foundations of creation.
5
To
the creation of a more orderly and perfect cosmos than this one.
Amethyst Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
1
Balance
Species
Dragonlance: Shadow of the Dragon Queen
During the mythical origins of Krynn, Reorx, god of craft, indulged in an age of unfettered creation. Many peoples sprang from his divine forge, but not all among them remained as the god created
them. Altered by unbridled magic, a group of gnomes were transformed and given almost supernatural curiosity and fearlessness. These were the first kender.
Originating on the world of Krynn, kender are
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Cellar Inhabitants A handful of people reside in the Firefly Cellar while the task of restoring its collection is under way.
races
Mordenkainen Presents: Monsters of the Multiverse
astral clouds.
Githyanki who reside in the Astral Plane can live indefinitely.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical
race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
actions contribute to the survival of the group. The tribe practices for the eventuality of defending the lair against intruders, and their plans always include knowing the best escape routes and who is
races
Mordenkainen Presents: Monsters of the Multiverse
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For
level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
might decide to seal the site away or take it over as a home base or stronghold. If the latter occurs, news of a group of powerful adventurers setting up shop in the ruins of Delimbiyran travels quickly
. Other groups might become interested in restoring the greatness of the fallen city or searching for other dungeon complexes buried under the ruins—and might inadvertently stumble upon dangerous secrets and magic.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Exploring the Keep The player characters can visit any location in the keep, meeting and interacting with the citizens who reside there. Each keep location employs one or more NPCs, typically
’ current whereabouts. If this is your first time as Dungeon Master, ask your players to keep the party together; it’s easier if the player characters visit each location as a group. Stacey Allan & William Doyle Map: Keep on the Borderlands View Unlabeled Version
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Character Creation Before starting any of this book’s adventures, consult chapter 2 for guidance on making Strixhaven characters and uniting those characters in a group.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
group of historians and priests from the surrounding regions who hope to restore the flow of the holy River Athis. While exploring the pyramid, the characters must navigate a false tomb, a disorienting
land is lifted, restoring the River Athis. The descendants of Bakar can then reclaim their lands from the desert and prosper once more.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Group Patrons Each adventuring group is bound together by the quests it embarks on and by the dangers its members face together. This chapter offers another way to bind your party together: a group
patron. These patrons provide a strong binding element: an individual or an organization that unites a party as a team in service to a greater purpose. A group patron can help set the tone of your
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Chapter 16: Mission to Thay Early during his rise to power, Severin enlisted the aid of a group of Thayan exiles in his scheme to return Tiamat to the world. He needs the Red Wizards’ expertise in
can wield great magical power in her name. All Modar plans to ask in return is the Dragon Queen’s aid in overthrowing the hated Szass Tam and restoring Thay to its former glory. Rath Modar and his splinter sect refer to their movement as the Thayan Resurrection.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Campaigns A campaign is a series of adventures with a consistent group of adventurers following the narrative. Some campaigns are episodic, where each adventure is its own tale and not much besides
with adventures, a DM might create a campaign from scratch, assemble a campaign from published adventures, or mix homemade material with published material. And the campaign might take place in a world of the DM’s creation or in a published campaign setting.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Last year, a group of adventurers killed Garagai, the mammoth’s frost giant master. Norsu has never recovered from the loss and, to this day, watches over its master’s frozen corpse, unwilling to leave
. Slaying the mammoth is a tall order, so characters would be wise to flee from Norsu or try to reason with it. Norsu and the winter wolves reside in an ice lodge built by Garagai. The wolves try to entice
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Chapter 16: Mission to Thay Early during his rise to power, Severin enlisted the aid of a group of Thayan exiles in his scheme to return Tiamat to the world. He needs the Red Wizards’ expertise in
can wield great magical power in her name. All Modar plans to ask in return is the Dragon Queen’s aid in overthrowing the hated Szass Tam and restoring Thay to its former glory. Rath Modar and his splinter sect refer to their movement as the Thayan Resurrection.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Chapter 1: Character Creation The skyscrapers of Sharn rise up before you, the spires glimmering with magical lights. Or wind rushes through your hair as the airship you’re riding races toward
serving a dragonmarked house. Artificer. You have the option of choosing the artificer as your character’s class, becoming an unmatched magical inventor. Group Patron. Working with the other players
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
outcroppings, creating warrens above the water line. Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of room to dig
their larger rivals. If it’s lucky, a tribe of kobolds that is discovered by a group of larger humanoids might form a mutually beneficial arrangement, relying on the humanoids for protection from
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
basic tenets are shared with anyone who expresses an interest in learning about the group’s beliefs. Such folk, known as aspirants, are taught the following: Flawed Creation. Suffering isn’t an
accident, a flaw in a divine plan, or purely the work of evil gods. It’s evidence that the whole of creation is fundamentally flawed and already unraveling. Coming Destruction. The destruction of the world
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
describes key leaders, members, and roles in the group and presents a map of the group’s headquarters. A section at the end of the chapter describes celestial signs, omens, and prophecies related to the
or relatives of members.
Heralds of the Comet The Heralds of the Comet is a secret organization with a sinister agenda. Believing the multiverse is a flawed creation, members of this cult look
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Benefits and Favors Every group patron offers your party a number of benefits for your service. These benefits range from standard business arrangements, like a salary and access to staff facilities
, to more extraordinary boons, like audiences with powerful figures or exceptions from certain laws. Specific benefits are presented in more detail in the benefits section of each group patron. Beyond
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Boromar Clan The Boromar Clan is the most powerful criminal organization in the city of Sharn. From its humble start as a gang of smugglers and thieves, the Boromars have risen to become one of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
hired the syndicate to perform (such as an assassination), in which case the syndicate passes 85 percent of the fee on to your group. Other times, your aim is to enrich the syndicate (such as by pulling
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Twelve Rather than working for one single house, your group could work for an organization that serves them all: the Twelve. This is a good option if you want to be involved in the intrigue among
seeks to replace its lost members and make sure that each house is represented. While the Twelve provides a way for your group to work for multiple dragonmarked houses, its goals and benefits are
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Espionage Agency Contacts Your assignments come from a superior in the agency who typically works at a desk rather than in the field—compiling intelligence into reports for their superiors and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Build Your Group A head of state like Prince Oargev requires a variety of adventurers to do the range of tasks they require. Depending on the kinds of work you do, your party might include some or
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Patron Benefits The patronage of an immortal being is a relationship built on favors, not on employment or service. Your group does favors for your patron, and you can ask favors in return. These
favors are the benefits you gain for having an immortal being as your group’s patron, and they might include any of the following boons: Contacts. Your group is almost certainly not the only one
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Inquisitive Agency Your party works for an agency offering investigative services, or you might run your own firm as a group. Inquisitives put their keen minds and dogged determination to use
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Military Force Your group serves as a team of soldiers in a larger military force, one dedicated to combat missions or other dangerous tasks. You could be a team of mercenaries, a special forces unit