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Returning 27 results for 'divided imagine are broad'.
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Magic Items
Dungeon Master’s Guide
demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane
, creatures don’t age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down).
When the time runs out or
Rod of Security
Legacy
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Magic Items
Basic Rules (2014)
. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine
. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).
When the
Elf
Legacy
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Species
Basic Rules (2014)
enjoy simple yet lovely jewelry.
A Timeless Perspective
Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are
the two subraces presented below or one from another source. In some worlds, these subraces are divided still further (such as the sun elves and moon elves of the Forgotten Realms), so if you wish, you can choose a narrower subrace.
Species
Spelljammer: Adventures in Space
Giff are tall, broad-shouldered folk with hippo-like features. Some have smooth skin, while others have short bristles on their faces and the tops of their heads. As beings of impressive size and
determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of
Hit Point Die. Also, creatures don’t age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down). When the time
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of
Hit Point Die. Also, creatures don’t age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down). When the time
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can
if it had spent 1 Hit Die. Also, creatures don’t age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can
if it had spent 1 Hit Die. Also, creatures don’t age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Using This Book The Player’s Handbook is divided into three parts. Part 1 (chapters 1–6) is about creating a character, providing the rules and guidance you need to make the character you’ll play in
in this introduction. That part covers the kinds of die rolls you make to determine success or failure at the tasks your character attempts, and describes the three broad categories of activity in the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The Three Pillars of Adventure Adventurers can try to do anything their players can imagine, but it can be helpful to talk about their activities in three broad categories: exploration, social
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Wards of Sharn Sharn is a vertical city, and elevation is an indicator of status and wealth. Each quarter is roughly divided into three levels, and the combination of quarter and level defines a ward
and quarter will give you a broad idea of what to expect there. A district in Upper Central will typically be well kept and swarming with guards, while a district in Lower Dura will be squalid and dangerous. Sharn: The City of Towers
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
risen to power in the region. This power-hungry religion controls the city of Haven and surrounding settlements in the name of vague, fickle deities who condemn the use of magic. The broad plains of the
northern Abanasinian peninsula are home to nomadic humans known as Plainsfolk. Divided into several tribes with territories across the region, Plainsfolk are skilled warriors, traders, and collectors
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
spell on the cleric spell list, as well as any domain spell from their domains). They also have broad influence over aspects of the world associated with their portfolios, beyond what can be defined
Mogis turned a herd of cattle into catoblepases). The gods can assume any form they choose. They most commonly appear as humanoids—the form in which the people of Theros most easily imagine them—but
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Roleplaying Falcon Falcon the Hunter wears a fur-lined cloak over his studded leather armor. He stands 6 feet, 6 inches tall, and has black hair and broad shoulders. His eyes are as blue, cold, and
and are divided by wooden fences. They hold two dozen chickens and a rooster, six pigs, and four goats. The animals are well treated and not dangerous.
Ceilings. Interior ceilings are 9 feet high and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
roughly divided into three levels, and the combination of quarter and level defines a ward. Thus, wards include Lower Dura, Upper Central, and Middle Menthis. This distinction gives a general sense of
visitor in fine clothes might attract unwanted attention. The City Watch pays little attention to the lower districts, making them a haven for criminals and gangs. This is a broad stereotype that
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
The Three Packs Three factions of awakened animals seek to control Faunel. These factions are roughly divided into predators, flying creatures, and herbivores. Razak or the locals at Camp Greenbriar
, while herds of bison, gazelle, and goats wander the surrounding plains. In the distance, rock formations encircle a broad crater.
The crater at the center of Heart Delta is called the Hollow. Here
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Orien Lightning Rail The wondrous lightning rail system once linked the far reaches of the Kingdom of Galifar, prior to the Last War. Now the system is divided, split into eastern and western
pilot controls the elemental and communicates with it during the trip, watching the path ahead through broad windows that encircle the helm platform. The placement of conductor stone lines dictates where
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Gala at the Cerulean Lyceum Xoese-Addae leads the characters to the Cerulean Lyceum, a series of vaulted, crystalline halls set around a broad quadrangle. When the characters arrive, the quad is
its own realm.” Bond. “We serve Janya by defining the future instead of dwelling on the past.” Flaw. “Cross me and you’ll regret it more than you can imagine.” Caught in the Middle Both Zisatta and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
in Rigus. Seasoned tacticians with centuries of battlefield experience between them, they command the armies of nations. Among them is General Braahg (lawful neutral hobgoblin warlord), a broad
promotion.”
–Koldrel, gate greeter
Noteworthy Sites Rigus is a fortified hill divided into seven districts, separated by thick iron walls and stratified by height. Tents, military buildings, and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ladder at each end. The ladder at the south end climbs to area O1. O5. Chokepoint A long room, divided in the middle by two open doorways, stands empty. In the far southwest corner, an iron lever sticks
filthy creatures could imagine. You don’t understand the glory of it, the power found in the ice. None of you do. But you will learn soon enough when my father unleashes his terror upon Ten-Towns
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
takes 42 (12d6) acid damage. 3: Iron Shelter This massive iron dwelling sports large doors, furniture, and fixtures. The building is divided into two chambers: a long bedchamber to the north and a
of the road is a broad-shouldered giant with dusky skin and flaming red hair. She wears intimidating armor made of jagged lava rock and wields a searing scepter.
“None shall pass,” the giant intones
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
or Constitution — allow creatures to avoid or mitigate the trap’s effects. Level and Lethality Before creating a trap’s effects, think about its level and its lethality. Traps are divided into four
check is required to disarm a simple trap. Imagine how your trap operates, and then think about how the characters could overcome it. More than one kind of ability check might be possible. Some traps are
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
, dwarf, and elf adventurers. From the western wall emerge formations of the same glassy crystal.
A ramp and a pair of stairways descend to the northeast, while a broad passage opens to the east.
The
“Haskasori Features”). H9: Genie’s Tower This wide sandstone tower is divided into three levels, the uppermost being a rooftop about twenty feet below the cavern’s fifty-foot-high ceiling. A ramp
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
before spinning the creature a tailor-made robe. As the robe is being fashioned, Mixyll urges its guest to “imagine any image your heart desires.” The spiders can, in the 10 minutes it takes to
self-defense; it laments the fall of Ythryn and longs to see its corpse freed from the ruins. Excavating the tower requires pickaxes and shovels, and it takes a number of hours equal to 50 divided by
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
property again for 24 hours. P4: Entrance Porch A broad flight of porphyry steps ascends to a massive arched doorway. The arch over the double door protrudes from the wall and is supported by two stone
or destroyed. P9: Roof Gardens Crenelated parapets border the palace’s open, flat roof. Four beds of subtly colored flowers are divided by gravel paths. In the center of the beds where the paths cross
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
sea. Imagine, if you can, the top of this crag hemmed in entirely by a tall wall. This wall is interrupted by several towers all the way around, and it encloses a large space from which even more of
rank-and-file of the Avowed are divided into acolytes, who are newcomers to the order, and scribes, who tend to the majority of the work in the keep. Acolytes provide labor, doing the cleaning, lifting
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
text to begin the answering ceremony: The curtains at the far end of the room part, and a red-robed human man enters the hall. He has broad, hunched shoulders, and his forearms are covered with starry
block (see appendix B) plus the following: Color Spray, Find Familiar, Locate Object, Magic Missile, and Sleep. T19: Bridge of Faith The thunder of rushing water fills this loud room. The room is divided






