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                        Returning 35 results for 'non coast religion pdf'.
                    
                
                        
                            
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                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     than a typical spellcaster, a magewright is dedicated to learning a handful of spells, and magewrights cast their non-cantrip spells as rituals — even spells that can’t normally be cast in
                                                
                                            
                                                
                                                    : speak with dead.
Deception (+3), Religion (+4)
8
Oracle
Guidance. Ritual only: augury, divination (1 hour).
History (+4), Religion (+4)
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     clothes, and a pouch containing 15 gp
 
Factions of the Sword Coast
The lack of large, centralized governments in the North and along the Sword Coast is likely directly responsible for the
                                                
                                            
                                                
                                                     proliferation of secret societies and conspiracies in those lands. If your background is as an agent for one of the main factions of the North and Sword Coast, here are some possibilities.
The Harpers
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    .
Skill Proficiencies: Intimidation, Religion
Languages: Two of your choice
Equipment: An Orzhov insignia, a foot-long chain made of ten gold coins, vestments, a set of fine clothes, and
                                                
                                            
                                                
                                                     activities in crime, banking, or debt collection could tie you to members of other guilds.
Roll twice on the Orzhov Contacts table (for an ally and a rival) and once on the Non-Orzhov Contacts table
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    Cultist Cultist
 Medium humanoid (any race), any non-good alignment
 Armor Class 12 (leather armor)
 Hit Points 9 (2d8)
 Speed 30 ft.
   STR
 11(+0)
 
  DEX
 12(+1)
 
  CON
 10(+0
                                                
                                            
                                                
                                                    )
 
  INT
 10(+0)
 
  WIS
 11(+0)
 
  CHA
 10(+0)
Skills Deception +2, Religion +2
 Senses passive Perception 10
 Languages any one language (usually Common)
 Challenge 1/8 (25 XP)
 Dark
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Intro to Stormwreck Isle
                                                    
                                                
                                            
                                                    Halfling Rogue You fell in with a thieves’ guild called the Gilded Gallows at an early age. The guild has prospered in recent years, and its influence is spreading across the Sword Coast. You
                                                
                                            
                                                
                                                     justice. There is also a community of hermits who live there now, the perfect place to hide for someone wishing to escape their past. If that treasure’s there, you’ll find it. View Character Sheet Downloadable PDF
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     number accounts for more than half the non-elven party (that is, elves don’t count toward the party total, because they cannot be affected by the Red Wizards’ dream spell), Nyh Ilmichh informs the
                                                
                                            
                                                
                                                     characters that the Red Wizards have agreed to aid the factions of the Sword Coast, and that she will accompany them as Thay’s ambassador to the council. When the characters have gathered their belongings
                                                
                                            
                                        
                                                    Goblin
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     serving as the tribe’s boss, a fiend that has made its way into the world, or an undying lord such as a lich or a vampire. (For more information on undying lord patrons, see the Sword Coast
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     number accounts for more than half the non-elven party (that is, elves don’t count toward the party total, because they cannot be affected by the Red Wizards' dream spell), Nyh Ilmichh informs the
                                                
                                            
                                                
                                                     characters that the Red Wizards have agreed to aid the factions of the Sword Coast, and that she will accompany them as Thay’s ambassador to the council. When the characters have gathered their belongings
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     beliefs. Cultist
 Medium humanoid (any race), any non-good alignment
 Armor Class 12 (leather armor)
 Hit Points 9 (2d8)
 Speed 30 ft.
   STR
  11 (+0)
 
  DEX
  12 (+1)
 
  CON
  10 (+0
                                                
                                            
                                                
                                                    )
 
  INT
  10 (+0)
 
  WIS
  11 (+0)
 
  CHA
  10 (+0)
Skills Deception +2, Religion +2
 Senses passive Perception 10
 Languages any one language (usually Common)
 Challenge 1/8 (25 XP
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     Marches, Mithral Hall in the Frost Hills, Ironmaster on the Sword Coast, and Gauntlgrym under the mountains northeast of Neverwinter. Few non-dwarves live in these bastions of dwarvenkind. Outside
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                     a champion of justice. Someone at the cloister may hold the key to the impending doom your deity wishes you to avert. View Character Sheet Downloadable PDF Elf Fighter Shawn Wood  Your parents lived
                                                
                                            
                                                
                                                     determine exactly what your heroic destiny is and set you on the right path to fulfill it, so you can become the hero you know you’re meant to be. View Character Sheet Downloadable PDF Elf Wizard Richard
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    Cult Fanatic Cult Fanatic
 Medium humanoid (any race), any non-good alignment
 Armor Class 13 (leather armor)
 Hit Points 33 (6d8 + 6)
 Speed 30 ft.
   STR
 11(+0)
 
  DEX
 14(+2)
 
  CON
                                                
                                            
                                                
                                                    
 12(+1)
 
  INT
 10(+0)
 
  WIS
 13(+1)
 
  CHA
 14(+2)
Skills Deception +4, Persuasion +4, Religion +2
 Senses passive Perception 11
 Languages any one language (usually Common
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     Fanatic
 Medium humanoid (any race), any non-good alignment
 Armor Class 13 (leather armor)
 Hit Points 33 (6d8 + 6)
 Speed 30 ft.
   STR
  11 (+0)
 
  DEX
  14 (+2)
 
  CON
  12 (+1
                                                
                                            
                                                
                                                    )
 
  INT
  10 (+0)
 
  WIS
  13 (+1)
 
  CHA
  14 (+2)
Skills Deception +4, Persuasion +4, Religion +2
 Senses passive Perception 11
 Languages any one language (usually Common)
 Challenge 2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     character recognizes the symbol immediately, while a non-dwarf recognizes it with a successful DC 10 Intelligence (Religion) check. An unlocked steel coffer weighing 5 pounds. This small box is packed with silt, nestled in which is a potion of superior healing.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     spells, and magewrights cast their non-cantrip spells as rituals—even spells that can’t normally be cast in this way. Most magewright rituals take 10 minutes to perform, but certain complex rituals can
                                                
                                            
                                                
                                                    ) 7 Medium Minor illusion. Ritual only: speak with dead. Deception (+3), Religion (+4) 8 Oracle Guidance. Ritual only: augury, divination (1 hour). History (+4), Religion (+4)
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                    Factions of the Sword Coast The lack of large, centralized governments in the North and along the Sword Coast is likely directly responsible for the proliferation of secret societies and conspiracies
                                                
                                            
                                                
                                                     in those lands. If your background is as an agent for one of the main factions of the North and Sword Coast, here are some possibilities. The Harpers. Founded more than a millennium ago, disbanded
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     wisest and most powerful creatures. They must convince the dragons that the cause of the humanoid folk of the Sword Coast is just, and that dragons and non-dragons need to support each other in this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Factions in Waterdeep Various factions have roots in Waterdeep, and any character with the faction agent background (described in the Sword Coast Adventurer’s Guide) can choose to belong to one of
                                                
                                            
                                                
                                                     does the quality of the support. A faction might also help non-members who further its interests. The descriptions of the factions that follow include suggestions for how support from a faction can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     wisest and most powerful creatures. They must convince the dragons that the cause of the humanoid folk of the Sword Coast is just, and that dragons and non-dragons need to support each other in this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                    , the chief orc of the region, but as time went on, the ranger began to suspect differently.
 — R.A. Salvatore, Sojourn
  Long have rangers walked the wilds of the Sword Coast and the Savage Frontier
                                                
                                            
                                                
                                                     graves or tombs. Many of these symbols were derived from elven lore or borrowed from groups like the Harpers. While by no means a secret language, these trail marks are often obtuse to non-rangers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    Nobles of Borca From their decadent manors and lofty business offices, twelve prominent noble families rule over Borcan politics, industry, art, entertainment, religion, and every other aspect of
                                                
                                            
                                                
                                                     Nuikin accomplishments. Ocrotire. The Ocrotires descend from respected admirals and seafaring explorers (despite Borca’s lack of a coast). Their estate features a vast oceanarium featuring thousands
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     common fungi are 2d6 bigwigs and 2d6 pygmyworts. Platform The cavern floor rises to form a natural 5-foot-high platform. A glowing ritual circle dominates the top of the platform. Any non-derro that
                                                
                                            
                                                
                                                     the circle in this way again. In addition, non-evil creatures within the circle have disadvantage on attack rolls and saving throws. The statue within the ritual circle is 2 feet tall, weighs 100 pounds
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     there simply so that Sir Baerdren can keep his eye on her and ensure that she doesn’t sabotage the templars from within?
 Fixer. The Fixer might work for a religious order for entirely non-religious
                                                
                                            
                                                
                                                     connection to the divine. This character might be the driving force behind the group’s quests, steering them according to divine will. Proficiency in skills such as Insight and Religion can help reflect
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    A: Wrecker’s Edge After crossing Kalaman Bay, the ships carrying the characters and their allies arrive near Wrecker’s Edge (location A on map 5.1). As the ships drop anchor near a rocky coast, read
                                                
                                            
                                                
                                                     cove. This time is halved if a character is proficient with water vehicles or is a ranger whose favored terrain is the coast. A few rotten wooden buildings abandoned by smugglers line this cove
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                    Monsters B - E Bandit Captain
 Medium humanoid (any race), any non-lawful alignment
 Armor Class 15 (studded leather)
 Hit Points 65 (10d8 + 20)
 Speed 30 ft.
   STR
 15(+2)
 
  DEX
 16(+3
                                                
                                            
                                                
                                                    )
 
  WIS
 11(+0)
 
  CHA
 1(−5)
Damage Resistances fire; bludgeoning, piercing, and slashing from non magical attacks
 Damage Immunities poison, psychic
 Condition Immunities charmed, exhaustion
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    The Ordning Each of the main giant races — the cloud giant, fire giant, frost giant, hill giant, stone giant, and storm giants — are related by common elements of history, religion, and culture. They
                                                
                                            
                                                
                                                     impetuous and arrogant trickster.
 Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     enclave of Hylo and the goblins of the arid southern lands, with whom they share their island. Fewer humans make their home on Southern Ergoth, living primarily along the coast and avoiding dangerous groups
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     collections of unusual and rare gems, to use seals made of gems carved into signet rings, and to be investors in ventures (rather than property) up and down the Sword Coast. They are sophisticated and
                                                
                                            
                                                
                                                     and agreements in Fireshear and Neverwinter and everywhere else they can worm their way into, among dwarves and between dwarves and non-dwarves. EVERBRIGHT
 The dwarves were the first to discover the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    Uthgardt The Uthgardt are a black-haired and blue—eyed people—large, hale, territorial folk who don’t trust outsiders. Few Uthgardt are willing to trade with non-Uthgardt settlements. Many are
                                                
                                            
                                                
                                                     ordinary wolves. They hunt down and kill those who survive their attacks to prevent the spread of lycanthropy among non-tribe members. Gray Wolf packs (as the clans call themselves) can be found
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     echo from deep within.
 The drow guards have orders to kill all non-drow on sight, including driders that fail to heed the terms of their exile. The torturers in areas 7d and 7e investigate sounds of
                                                
                                            
                                                
                                                     (Religion) check can ascertain the circle’s purpose, which is to send drow to the Abyss as part of a ritual known as the Test of Lolth. Any drow who fails this test returns from the Abyss horrifically
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                    Niko  Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill of
                                                
                                            
                                                
                                                     (included above). In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1). (This is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     course, non-Acquisitions Incorporated rival organizations might be present. You are expected to drive them out of business. (Or give them untimely deaths. You do you.) A franchise can build or operate
                                                
                                            
                                                
                                                     federation, covering a territory the size of half the Sword Coast in the Forgotten Realms campaign setting. A large territory might overlap with other Acquisitions Incorporated regions, though you are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     pounds and bears the broken arrow symbol of Laduguer. Any duergar recognizes the symbol right away, while non-duergar recognize it with a successful DC 15 Intelligence (Religion) check. Any humanoid that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                     Intelligence (Religion) check recognizes Bahamut, and any resident of Dragon’s Rest identifies the god if asked. Depressions in the statue’s pedestal at the four cardinal directions hold offerings of
                                                
                                            
                                                
                                                    , most often Varnoth and the kobold Rix. The feeling of serenity that pervades the temple is the result of protective magic. A non-evil creature who makes a saving throw within the temple can roll a d4 and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     feet of the Girscamen feel a harmless supernatural chill—an effect of the unquiet spirits haunting the ship. If characters succeed on a DC 14 Intelligence (Arcana or Religion) check, they can tell
                                                
                                            
                                                
                                                     creatures with non-Humanoid anatomies. However, two magic items inscribed with Djaynaian symbols are usable and remain intact: a sun blade and a staff of frost.
                                                
                                            
                                        






