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Returning 35 results for 'mortals score with only areas from for land'.
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Magic Items
Dungeon Master’s Guide
one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
a minimum score of 1). You can draw one additional card beyond your declared draws.
Rogue. An NPC of the DM’s choice becomes Hostile toward you. You don’t know the identity of this NPC
Monsters
Mythic Odysseys of Theros
dreams of mortals, but to natural forces in the land. As a result, Theran giants are typically infused with the elements they embody, which might manifest as flaming beards, frozen skin, hair
wonders and changing the world—but not always for the better. Doomwake giants arise from pernicious fears that infect a whole city or region. If enough mortals dread destruction for long enough, their
Monsters
Mythic Odysseys of Theros
their existence not to Nyx and the dreams of mortals, but to natural forces in the land. As a result, Theran giants are typically infused with the elements they embody, which might manifest as flaming
Monsters
Mordenkainen Presents: Monsters of the Multiverse
deeper truth: things lurking beneath the waves strive to claim the hearts and minds of land dwellers.
Kraken;Krakens, morkoth;morkoths, sea hag;sea hags, marid;marids, storm giant;storm giants, dragon
turtle;dragon turtles (morkoths appear in this book; the others appear in the Monster Manual)—all of these and more can mark mortals as their own and claim them as minions. Unlucky folk might
Monsters
Mordenkainen Presents: Monsters of the Multiverse
gruesome demon-slaying machines.
To replenish her legions, Zariel needs the souls of mortals to create lemure;lemures, which she can then promote to higher forms of devils. She is keenly interested in
’t take the same lair action two rounds in a row:
Fireball. Zariel casts the fireball spell.
Infernal Illusions. Zariel casts the major image spell four times, targeting different areas with it
Monsters
Mordenkainen Presents: Monsters of the Multiverse
reach, and only those mortals who have the tenacity to complete the daunting journey to a ki-rin’s lair can prove themselves worthy of speaking with its occupant. Many of those who do end up
pledging service to the creature. They study under its tutelage in its lair and serve as its agents in the world. These followers might travel incognito across the land, seeking news of growing evil and
Monsters
Fizban's Treasury of Dragons
hatchery. Visitors might discover an egg or an emerald dragon wyrmling in one of the chambers.
Preserved Vaults. The dragon has left most of the remaining areas of the vaults as they were when their
, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their awareness and subconsciously luring their favorite food—giant
Monsters
Fizban's Treasury of Dragons
of the remaining areas of the vaults as they were when their creators abandoned them, taking great interest in the artifacts and architecture they left behind. Visitors who manage to convince the
, and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their
Plant Growth
Legacy
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Spells
Basic Rules (2014)
it moves.
You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius
Wave
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
weapon, Wave happily accepts new converts.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage
from sea chanteys to sacred hymns of the sea gods.
Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the
feats
Epic Boon Feat (Prerequisite: Level 19+)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 30.
Flying. You have a Flying;Fly
Speed of 40 feet and can hover.
Graceful Fall. If you Falling;fall more than 5 feet, your rate of descent slows to 60 feet per round until you land.
Genasi
Legacy
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Species
Elemental Evil Player's Companion
, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.
The Elemental Planes are often inhospitable to natives of the Material Plane
a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.
Heirs to Elemental Power
Aasimar
Legacy
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Species
Mordenkainen Presents: Monsters of the Multiverse
Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease
wounds, and unleash the fury of the heavens. Aasimar can arise among any population of mortals.
They resemble their parents, but they live for up to 160 years and often have features that hint at their
Ancient White Dragon
Legacy
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Monsters
Basic Rules (2014)
legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
Chilly fog lightly obscures the land within 6 miles of the dragon’s
lair.
Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest.
Icy walls block off areas in the dragon’s lair
Adult White Dragon
Legacy
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Monsters
Basic Rules (2014)
legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
Chilly fog lightly obscures the land within 6 miles of the dragon’s
lair.
Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest.
Icy walls block off areas in the dragon’s lair
Knight
Legacy
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Backgrounds
Player’s Handbook (2014)
You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat
landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.
Work with your DM to come up with an appropriate title and determine how much
Noble
Legacy
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Backgrounds
Basic Rules (2014)
You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat
landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.
Work with your DM to come up with an appropriate title and determine how much
Species
Mythic Odysseys of Theros
the leonin who call that land home.
Leonin and the Gods
d6
Attitude
1
I’m amused by the antics of the gods and their earnest, but ultimately deluded, mortal champions, and I
gods, but I roll my eyes at each new twist of fate and try to get on with my life.
5
I wish that I could be as naive as humans and other mortals who actually think the gods are looking out for them
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
Key. A
property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears
Human
Legacy
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Species
Basic Rules (2014)
pages were tales of bold heroes, strange and fierce animals, mighty primitive gods, and a magic that was part and fabric of that distant land.
— Elaine Cunningham, Daughter of the Drow
In the
.
In the Forgotten Realms, nine human ethnic groups are widely recognized, though over a dozen others are found in more localized areas of Faerûn. These groups, and the typical names of their
Speed
Legacy
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Rules
.
Your Strength determines how far you can jump.
Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately
distance), such as a hedge or low wall. Otherwise, you hit it.
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land
Kobold
Legacy
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Species
Volo's Guide to Monsters
, the kobolds are usually put to work enlarging their masters’ living area and protecting vital areas of the lair with traps and other defenses.
Some human communities hire kobolds to dig their
him to grant spells to mortals and for those mortals to receive his favor. Furthermore, kobolds are so frail that a single hit from a human’s weapon can kill one of them, so a tribe has little
Backgrounds
Baldur’s Gate: Descent into Avernus
You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat
landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.
Work with your DM to come up with an appropriate title and determine how much
Species
Acquisitions Incorporated
enclaves, and others near the widespread human settlements of Faerûn.
Without a cultural identity or memory of their own, the verdan quickly adopted the cultural practices of the areas into which they
When a verdan character gains an ability score improvement at certain levels, that increase can be tied to a physical mutation at the player’s determination. A boost to Strength might be
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Settlements and Sites Barovia’s people are slow to trust strangers, but they eagerly share tales of the past tragedies and grim rumors that haunt every corner of their land. Ancient mysteries pervade
the domain, and those who leave the relative safety of Barovia’s settlements enter perilous lands where mortals aren’t welcome. Map 3.1: barovia View Player Version
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
unnerves) those who live in the areas through which Keranos’s champion travels.
4 Keranos creates a realm of his own design amid the Dakra Isles, a place where the land and its creatures obey
Keranos as Campaign Villain Because Keranos doesn’t readily concern himself with quandaries of good versus evil, it is easy to use him as a villain. The god might be driven by frustration at mortals
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
by the creatures on the greatships (areas 7 and area 9). The gate is up, but the characters can maneuver their rowboats through the gaps between its thick chains. By Air Characters who approach
Svardborg on flying mounts can land on the outer docks (near area 3) without attracting attention. Although the iceberg’s central grotto is open to the sky and it’s possible to land griffons on the decks of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Background The land of Atagua shares a connection to the Ghost Orchid Tepui, a mysterious region of the Feywild. That realm’s serpentine protector, the spirit Chimagua, was fond of mortals and would
bestow visions upon the folk of Atagua. However, when Atagua fell to invaders from a distant land, visions from Chimagua ended. The sages known as the Green Doctors sought to reconnect the land to the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Blessings A character might receive a Blessing from a deity for doing something truly momentous—an accomplishment that catches the attention of both gods and mortals. A Blessing is an appropriate
sweeping the land. A character should receive a Blessing only if it is useful to that character, and some Blessings come with expectations on the part of the benefactor. A god might give a Blessing for a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Special Types of Movement Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need
long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Special Types of Movement Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need
jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
actions in life, the ghost of a long-dead pharaoh wanders the desert, day and night. Eons of torturous solitude have shown him the error of his ways, and he asks for brave mortals to free his soul and
end an ancient curse upon the land. Seek him out and heed his call.”
Nafas then teleports the characters to a door along the staircase that opens into a bleak desert. After the adventure, the characters can return to the staircase through the same portal.
compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
. These areas, known as communal telepathy zones, are typically no more than 300 feet in diameter. Creatures with an Intelligence score of 8+ in a communal telepathy zone gain telepathy with a range of 30 feet.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Nylea as Campaign Villain As a villain, Nylea is most likely driven by transgressions against her realm, whether by mortals or by other gods. She might begin her retaliation by barring all sapient
creatures from the Nessian Wood, or by visiting punishment on an entire polis for the actions of a few citizens. From there, she could easily end up in an escalating conflict against mortals across
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
hilltop. West of the hill, the land, the woods, and the sky vanish behind a towering wall of fog. The trail splits as it climbs the hillside, forming two concentric rings (area Y2). The trail also leads to the hilltop (areas Y3 and Y4). The wall of fog (area Y5) marks the edge of Strahd’s domain.






