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Returning 33 results for 'crown workings religion'.
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Backgrounds
Sword Coast Adventurer's Guide
you owe allegiance to.
Skill Proficiencies: Persuasion, plus one from among Arcana, History, Nature, and Religion, as appropriate for your order
Tool Proficiencies: One type of gaming set or musical
themselves to put a proper heir on the throne of Tethyr and reestablish order in that kingdom. Since then they have grown to be the most popular knighthood in Tethyr, a nation that has hosted many knighthoods in fealty to the crown.
Goblin
Legacy
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Species
Volo's Guide to Monsters
, smelting, forging, and religion. If the tribe has any spellcasters, this caste includes them. Lashers follow the lead of the tribe’s boss, and enforce their will on other goblins with whips
, perhaps a crown or a throne, but also can be a more distinctive objects like a high-backed wolf saddle or colorful boots. The castes in a tribe also adopt symbols to indicate membership or kinship, but
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
restoring the city to its former state. If the undead medusa guarding area O4 is overcome, the crown and scepter recovered from the monastery can be used to open the temple gate, as noted in the adventure
. A follow-up successful DC 15 Intelligence (Religion) check can then trigger ritual magic that reverses the flood of ooze and sends it back to the Slime Pits. However, if this check is failed by 5 or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Investigation, Medicine, Nature, or Religion Weapon Proficiencies Simple weapons Armor Training None Starting Equipment Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook
, Scholar’s Pack, and 5 GP; or (B) 55 GP Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive fire, arcing lightning, subtle deception, and spectacular
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wisdom Skill Proficiencies Choose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion Weapon Proficiencies Simple weapons Armor Training None Starting Equipment Choose A or B: (A) 2
Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Insight, Intimidation, Persuasion, or Religion Weapon Proficiencies Simple weapons Armor Training None Starting Equipment Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack
strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on the Sorcerer, a churning magic that can be passed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Charisma Skill Proficiencies Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion Weapon Proficiencies Simple weapons Armor Training None Starting Equipment Choose A or B:(A) Spear, 2
. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is an indelible mark on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, characters who succeed on a DC 15 Intelligence (Religion) check realize that the statue depicts Gond, the god of invention. A character who worships Gond automatically succeeds on the check. The five toppled
, and two male halflings) and six unlucky monsters (two kobolds, three goblins, and a carrion crawler). Treasure. A copper crown with six arrowhead-shaped malachite spires (75 gp) hangs from one of the carrion crawler’s stony tentacles.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
doorway leading into area 13. The arrows are carved of stone and their heads are in the shape of fangs, set with the symbol of a cobra with a crown above it. A DC 18 Intelligence (Religion) check
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
doorway leading into area 13. The arrows are carved of stone and their heads are in the shape of fangs, set with the symbol of a cobra with a crown above it. A DC 18 Intelligence (Religion) check
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
two massive bodyguards. The Grand Master wears a patchwork leather robe and a gleaming crown, and it carries a scepter set with odd crystal bumps and metal flanges. With its other hand, the devil taps
can see that the devil’s horrid leather cloak is crafted from the faces of flayed monks and prisoners, the flesh cured to leather and roughly stitched together. The scepter and crown it bears appear
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statue can, with a successful DC 15 Intelligence (Religion) check, ascertain that it represents Ghaunadaur, god of oozes, slimes, and all things subterranean. Locked Double Door. The doors south of the
creature suffering from any form of short-term, long-term, or indefinite madness touches them. A creature under the effect of a confusion spell, a crown of madness spell, or a similar effect can also open
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Religion and the Gods The gods of Krynn are said to have abandoned the world, and in the great cities of Ansalon, temples and centers of faith are few. Nevertheless, small miracles occur across the
to one who hears their voices and bears their true blessings.
Time alone will tell.
Rosamund Heward, Knight of the Crown
Acting High Clerist
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, Perception +5, Religion +3
Senses passive Perception 15
Languages Common
Challenge 1/4 (50 XP) Proficiency Bonus +2
Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled
)
CON
14 (+2)
INT
8 (−1)
WIS
16 (+3)
CHA
10 (+0)
Skills Deception +2, Perception +7, Religion +1
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal, Common
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
worth of coins from different worlds and planes Sigil Faction Affinities Faction Skill Athar Religion Bleak Cabal Insight Doomguard Nature Fated Intimidation Fraternity of Order History Hands of
include the following details:
A core philosophy centered on an assumption or fundamental truth about the multiverse or its workings
A building that serves as the faction’s headquarters in the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
device of some kind, though no such device is present. Atop this dais is a bronze-scaled dragon wearing a coral crown.
Ashgarlyth, a young bronze dragon, stands on the dais. Characters who enter
beautiful, colorful things and hoards a collection of colorful books and coral sculptures, including the crown of coral that he wears. He will not let anyone rifle through his treasures freely. (These items
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
with lit black candles and melted wax cover the walls at even intervals. Simple doors lead to the north and east.
A cleric of Nuitari or a character who succeeds on a DC 12 Intelligence (Religion
DC 14 Intelligence (Religion) or Wisdom (Insight) check. On a successful check, a character recalls Leedara said the power of the gods could quell the flames, and they remember the dragonlance bears
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
+ 48)
Speed 30 ft.
STR
18(+4)
DEX
10(+0)
CON
16(+3)
INT
20(+5)
WIS
17(+3)
CHA
13(+1)
Saving Throws Wis +7
Skills Arcana +13, Religion +13
Senses
level (4 slots): detect magic, magic missile, sleep, witch bolt
2nd level (3 slots): crown of madness, enlarge/reduce, misty step
3rd level (3 slots): dispel magic, fireball, lightning bolt
4th
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
those who turn to the service of interloper gods. It’s not about religion; it’s a betrayal of family.
—Diancastra
Annam’s Children Adventures d12 Adventure Hook 1 A storm giant prophet claims a
adventurers through a perilous dungeon to find an ancient giant queen’s crown. In the end, she reveals herself to be Diancastra and either blesses or curses the adventurers, depending on how they acted. 3 A
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
became semi-independent while remaining loyal to the crown, and the diverse peoples of this region coexist in relative peace once again. With this big picture in mind, you can think of the Flanaess
. Summarize what lengthy works say, and focus on the most plot-worthy parts.
Scholarly Expertise. Characters who have proficiency in the Arcana, History, or Religion skill can be fonts of useful
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
regained its place as the dominant religion of Karrnath, but the Blood of Vol retains a strong following. Communities that practice the faith still use skeletons and zombies as guards or laborers. The
when he burst forth to claim his crown and his power, all the more so because of his uncanny resemblance to Kaius I, the ruler who plunged Karrnath into the Last War and instituted the brutal system of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ranch, its balding crown sparsely stubbled with the charred remnants of trees.
Characters might investigate the ranch, the pasture, or the fields. They can also go to the barrow mound, which is
, and he’s angry about the mistreatment of the cattle. Watson knows about Wiggan and Bertram’s new religion, but thinks it’s not important, so he’s unlikely to mention it. He knows nothing about
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
G9. G9. Crowned Rooftop The icy crown encircling the fortress doubles as a battlemented rooftop. Each prong of the crown extends forty feet above the roofline, and the prongs have 10-foot-wide gaps
frost giant with an icy beard.
The frost giant entombed in the block of ice is Queen Vassavicken. Characters who succeed on a DC 15 Intelligence (Religion) guess correctly that the visage looking
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
.
The statues depict four historic leaders of the Knights of Solamnia and the bison-headed god Kiri-Jolith. A cleric of Kiri-Jolith or a character who succeeds on a DC 14 Intelligence (Religion) check
skeleton clutching a berserker axe. The south tomb is empty except for an iron amulet shaped like a smith’s hammer. A cleric of Reorx or a character who succeeds on a DC 14 Intelligence (Religion) check
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the religion of Dumathoin. Getting In. Rivibiddel accessed a secret Underdark passage leading to the pool in area P5. He swam past that room’s treacherous inhabitants and was delighted to find the work
sarcophagus lid to attack when anyone enters. If a character spends an action, invokes the name of Dumathoin, and succeeds on a DC 14 Intelligence (Religion) check, the skeleton stops attacking, though it
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
with a jagged black crown on his brow and a spiky black gauntlet on one hand. His crown and gauntlet are made of chardalyn. DEEP DUERRA
Deep Duerra is a lawful evil god of conquest and psionic power
he regains a number of hit points equal to the amount of psychic damage dealt. A character who succeeds on a DC 20 Intelligence (Religion) check recognizes the statue as a depiction of Deep Duerra
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, disguise self, sleep
2nd level (3 slots): crown of madness, invisibility, suggestion
3rd level (3 slots): nondetection, sending, tongues
4th level (3 slots): compulsion, freedom of movement
13(+1)
Saving Throws Con +5, Wis +6
Skills Intimidation +4, Religion +3
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 13
Languages Common, Dwarvish
Challenge 8
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
depicting a blunted six-point crown. A character who succeeds on a DC 10 Intelligence (History) check recognizes this symbol as the crest of the Hallwinter family, whose lineage produced renowned knights
creature succeeds on a DC 16 Dexterity (Stealth) check. Shrine to Oghma. A character who examines the shrine and succeeds on a DC 10 Intelligence (Religion) check recognizes the image on the shrine as the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-building, beast taming, mining, smelting, forging, and religion. If the tribe has any spellcasters, this caste includes them. Lashers follow the lead of the tribe’s boss, and enforce their will on
crown or a throne, but also can be a more distinctive objects like a high-backed wolf saddle or colorful boots. The castes in a tribe also adopt symbols to indicate membership or kinship, but the symbols
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-foot-tall statuette of Deep Duerra made of chardalyn. It depicts a nude female duergar with no facial features and a spiked crown atop her bald head. Stacked on smaller shelves around the statuette
are seven mind flayer skulls. A character can identify the depiction with a successful DC 20 Intelligence (Religion) check. An indentation in the statuette’s base holds the key that unlocks the iron
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bereft of decor. Carved into each of its three doors is a full-figure depiction of one of the Dead Three. A character recognizes all the figures with a successful DC 10 Intelligence (Religion) check. East
contains a delicate porcelain dragon mask (25 gp) resting on a bed of 2,400 cp and 500 sp. With the coins inside, the chest weighs 55 pounds. The mask weighs 1 pound. Chest 4 contains a bronze crown with
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
arch in the central abbey of the monastery (area M3), but without the throne. If the crown and scepter from that area are worn and held by a creature within 5 feet of the arch (including a creature
character who succeeds on a DC 14 Intelligence (Arcana) check determines that the workings of the panels derive from strange sources — some taken from the planar craft that became the monastery, but also from
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
religion recognize the symbol as that of the Morninglord. Crypt 31 We knew him only by his wealth This crypt is empty. Its walls are painted to depict mountains of gold coins. The floor of the crypt
afflicting Barovia. Crypt 34 King Dostron the Hellborn Resting in the center of this crypt is a seven-foot-long gilded sarcophagus, its lid painted with the likeness of a screaming king wearing a crown






