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Returning 35 results for 'druids stand are'.
Oath of the Ancients
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Player’s Handbook (2014)
The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with
, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Camp Locations Hc1. Druid Camp Four robed humans — two male, two female — chant as they stand around a bonfire. On the periphery of the firelight are two massive elk, placidly chewing.
The four
druids (Varigo, Mahoon, Iniri, and Fariya) are looking forward to the Rite of the Wicker Giant and hope it leads to greater cooperation among the druids of the Dessarin Valley. These druids are already
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
stand against the wave.
Orc Culture and Beliefs
Orcs live in constant fear of their gods, and their behavior is rooted in that mentality. They believe that they can see the influence of the gods
ward off diseases if they are worn.
Don’t stand inside a ring of stones, mushrooms, or any other kind of circle.
Seeing a shooting star before a battle is bad luck. To ward it off, you must
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Camp Locations Hc1. Druid Camp Four robed humans — two male, two female — chant as they stand around a bonfire. On the periphery of the firelight are two massive elk, placidly chewing.
The four
druids (Varigo, Mahoon, Iniri, and Fariya) are looking forward to the Rite of the Wicker Giant and hope it leads to greater cooperation among the druids of the Dessarin Valley. These druids are already
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
includes clerics, paladins, and fighters who stand for law and order and generally oppose evil, and it is found in many different lands throughout the Flanaess. The Emerald Enclave The Old Faith The
druids of the Flanaess belong to a great order known as the Old Faith. Each region of the continent falls under the purview of a Great Druid, who in turn oversees a hierarchy of lower-ranking druids
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
includes clerics, paladins, and fighters who stand for law and order and generally oppose evil, and it is found in many different lands throughout the Flanaess. The Emerald Enclave The Old Faith The
druids of the Flanaess belong to a great order known as the Old Faith. Each region of the continent falls under the purview of a Great Druid, who in turn oversees a hierarchy of lower-ranking druids
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Arekanz’s demiplanar donjon, the shattered remains of these deities stand between the party and the unreality’s manifested secret to the east. The following locations are keyed to map 11.4. Dyson Logos
Map 11.4: Arekanz’s Donjon View Player Version G1: Crumbling Mound Characters who end up in Arekanz’s demiplanar donjon arrive here. You stand among hills made from the half-digested bodies of countless
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
The Martikov Family If the characters head toward the cloaked figure, the other wereravens emerge from the stand of trees and greet them in human form. They wear dark leather rain cloaks and cowls
evil druids and blights have attacked the winery and forced his family to take refuge in the woods. If the characters rid the winery of its invaders, Davian is grateful. Only then does he tell them
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
winery, thus keeping the needle blights at bay, or stand and fight. If they stay outside and fight, druids and blights from inside the winery join the battle on the rounds shown below. Round Creatures
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Arekanz’s demiplanar donjon, the shattered remains of these deities stand between the party and the unreality’s manifested secret to the east. The following locations are keyed to map 11.4. Dyson Logos
Map 11.4: Arekanz’s Donjon View Player Version G1: Crumbling Mound Characters who end up in Arekanz’s demiplanar donjon arrive here. You stand among hills made from the half-digested bodies of countless
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
touching my stuff, though.
Tasha
Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat
strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn’t the end of life, but instead a change of state that sees
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
The Martikov Family If the characters head toward the cloaked figure, the other wereravens emerge from the stand of trees and greet them in human form. They wear dark leather rain cloaks and cowls
evil druids and blights have attacked the winery and forced his family to take refuge in the woods. If the characters rid the winery of its invaders, Davian is grateful. Only then does he tell them
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
creatures as inferior and worthy of only distain.
C2. Owlbear Pens Two 10-foot-cubic iron cages stand in the north end of this cavern. Unless the druids from area C3 opened the cages to aid with a
intruders from this point. If the characters battle the wood woads in this area rather than outside the cave, the druids in area C3 free the owlbears in area C2, then arrive as backup at the end of
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
creatures as inferior and worthy of only distain.
C2. Owlbear Pens Two 10-foot-cubic iron cages stand in the north end of this cavern. Unless the druids from area C3 opened the cages to aid with a
intruders from this point. If the characters battle the wood woads in this area rather than outside the cave, the druids in area C3 free the owlbears in area C2, then arrive as backup at the end of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
winery, thus keeping the needle blights at bay, or stand and fight. If they stay outside and fight, druids and blights from inside the winery join the battle on the rounds shown below. Round Creatures
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Haunted Keeps In the southwestern Sumber Hills stand four ruined keeps built centuries ago by a band of adventurers, the Knights of the Silver Horn. According to most locals, these crumbling stone
heart of the Sumber Hills stands Scarlet Moon Hall, the abode of the druids of the Circle of the Scarlet Moon. To folk of the Dessarin Valley, this is the most mysterious of the Haunted Keeps. It
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
touching my stuff, though.
Tasha
Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat
strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn’t the end of life, but instead a change of state that sees
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Haunted Keeps In the southwestern Sumber Hills stand four ruined keeps built centuries ago by a band of adventurers, the Knights of the Silver Horn. According to most locals, these crumbling stone
heart of the Sumber Hills stands Scarlet Moon Hall, the abode of the druids of the Circle of the Scarlet Moon. To folk of the Dessarin Valley, this is the most mysterious of the Haunted Keeps. It
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
their druids perform guttural chants before and during battle that are said to be in the language of the old gods.
Zhur-Taa druids are adept at summoning and training beasts as war-companions and
live their lives unimpeded, and they lash out when something tries to stand in their way. Emotion and impulsiveness drive them as they seek to do what they want, take what they want, and smash what they want.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, becoming a living prison that could forever hold the darkness within. And this is the foundation of our reality. Eberron is the Dragon Between, the world on which we stand. Khyber is the Dragon Below
conflict with the vile daelkyr. These flesh-warping lords of madness were eventually trapped in Khyber by wise orcish druids, but ruins are all that remain of that great empire.
Modern civilization
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
strongholds and settlements deep in the forests. Today, most wood elves stand guard over the ruins of the past, believing it their duty to preserve their fallen glory as an object lesson of the dangers of
, wildlife, and forestry. Wood elves are more than capable in warfare, particularly archery. They are less magically inclined than their cousins, but have their fair share of practitioners of the Art, as well as clerics and many druids.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
then bury or burn them. Three ravens is always a good sign. It is good luck to spit where you are about to sleep. Gnome bones can ward off diseases if they are worn. Don’t stand inside a ring of
through the same area later on. Mountain guides, druids, and rangers might be familiar with many of these symbols, enabling them to keep their charges from inadvertently stumbling into a tribe’s
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
strongholds and settlements deep in the forests. Today, most wood elves stand guard over the ruins of the past, believing it their duty to preserve their fallen glory as an object lesson of the dangers of
, wildlife, and forestry. Wood elves are more than capable in warfare, particularly archery. They are less magically inclined than their cousins, but have their fair share of practitioners of the Art, as well as clerics and many druids.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, becoming a living prison that could forever hold the darkness within. And this is the foundation of our reality. Eberron is the Dragon Between, the world on which we stand. Khyber is the Dragon Below
conflict with the vile daelkyr. These flesh-warping lords of madness were eventually trapped in Khyber by wise orcish druids, but ruins are all that remain of that great empire.
Modern civilization
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
their druids perform guttural chants before and during battle that are said to be in the language of the old gods.
Zhur-Taa druids are adept at summoning and training beasts as war-companions and
live their lives unimpeded, and they lash out when something tries to stand in their way. Emotion and impulsiveness drive them as they seek to do what they want, take what they want, and smash what they want.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
then bury or burn them. Three ravens is always a good sign. It is good luck to spit where you are about to sleep. Gnome bones can ward off diseases if they are worn. Don’t stand inside a ring of
through the same area later on. Mountain guides, druids, and rangers might be familiar with many of these symbols, enabling them to keep their charges from inadvertently stumbling into a tribe’s
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Oath of the Ancients The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this
good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren. Preserve Your Own Light
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
being in service to the gods called me to become a divine agent in the world. 2 I saw the injustice and horror in the world and felt moved to take a stand against them. 3 My god gave me an
why I was chosen to serve. Druid d6 I became a druid because … 1 I saw too much devastation in the wild places, too much of nature’s splendor ruined by the despoilers. I joined a circle of druids
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Oath of the Ancients The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this
good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren. Preserve Your Own Light
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
being in service to the gods called me to become a divine agent in the world. 2 I saw the injustice and horror in the world and felt moved to take a stand against them. 3 My god gave me an
why I was chosen to serve. Druid d6 I became a druid because … 1 I saw too much devastation in the wild places, too much of nature’s splendor ruined by the despoilers. I joined a circle of druids
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Tairnadal, the warrior elves who seized control of Valenar. Although much of their population now resides in Valenar, many Tairnadal noncombatants—children, artisans, and the druids who raise their
of wonders. Stand on the steps of the Grand Temple and look down upon the High Street and you’ll see fountains of light casting shadows across buildings that have stood for over ten thousand years
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Tairnadal, the warrior elves who seized control of Valenar. Although much of their population now resides in Valenar, many Tairnadal noncombatants—children, artisans, and the druids who raise their
of wonders. Stand on the steps of the Grand Temple and look down upon the High Street and you’ll see fountains of light casting shadows across buildings that have stood for over ten thousand years
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
them to open the door, all hope of breaching the vault is not lost. You can have fate smile upon them with the arrival of three frost druids (see appendix C) who have visited the island previously
and have already passed their own variations of the Frostmaiden’s tests. These druids have the darkvision spell prepared instead of animal messenger. They flew to Grimskalle in owl form and entered the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
neutral. Neutral. (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Druids are traditionally neutral, as are typical
, such as thieves’ cant or the tongue of druids.
Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
them to open the door, all hope of breaching the vault is not lost. You can have fate smile upon them with the arrival of three frost druids (see appendix C) who have visited the island previously
and have already passed their own variations of the Frostmaiden’s tests. These druids have the darkvision spell prepared instead of animal messenger. They flew to Grimskalle in owl form and entered the