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Returning 35 results for 'none cosmos religion pdf'.
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Classes
Player’s Handbook
: Acrobatics, Athletics, History, Insight, Religion, or Stealth
Weapon Proficiencies
Simple weapons and Martial weapons that have the Light property
Tool Proficiencies
Choose one type of Artisan
’s Tools or Musical Instrument
Armor Training
None
Starting Equipment
Choose A or B: (A) Spear, 5 Dagger;Daggers, Artisan’s Tools or Musical Instrument chosen for the tool
Classes
Player’s Handbook
, History, Insight, Investigation, Medicine, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) 2 Dagger;Daggers, Staff
Classes
Player’s Handbook
: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) Spear, 2 Dagger;Daggers
Backgrounds
Baldur’s Gate: Descent into Avernus
time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the
Hermit
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Player’s Handbook (2014)
quiet, solitude, and perhaps some of the answers you were looking for.
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
Languages: One of your choice
Equipment: A scroll
seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Constitution, Charisma Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Constitution, Charisma Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiencies Armor: Light armor Weapons: Simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiencies Armor: Light armor Weapons: Simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiencies Armor: None Weapons: Simple weapons, shortswords Tools: Choose one type of artisan’s tools or one musical instrument Saving Throws: Strength, Dexterity Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiencies Armor: None Weapons: Simple weapons, shortswords Tools: Choose one type of artisan’s tools or one musical instrument Saving Throws: Strength, Dexterity Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
take on nearly any form, usually appearing in whatever shape is most pleasing to a potential cultist. Fraz-Urb’luu considers himself the smartest entity in the cosmos, the only one who can see through
all of reality’s lies and understand the truth that lies beyond them. Yet the truth that he sees remains known only to him. He utters cryptic remarks about a grand design that guides the cosmos toward
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
take on nearly any form, usually appearing in whatever shape is most pleasing to a potential cultist. Fraz-Urb’luu considers himself the smartest entity in the cosmos, the only one who can see through
all of reality’s lies and understand the truth that lies beyond them. Yet the truth that he sees remains known only to him. He utters cryptic remarks about a grand design that guides the cosmos toward
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Constitution
, Charisma Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
(or 4) + your Constitution modifier per wizard level after 1st Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
(or 4) + your Constitution modifier per wizard level after 1st Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Constitution
, Charisma Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
) + your Constitution modifier per monk level after 1st Proficiencies Armor: None Weapons: Simple weapons, shortswords Tools: Choose one type of artisan’s tools or one musical instrument Saving Throws
: Strength, Dexterity Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth Equipment You start with the following equipment, in addition to the equipment granted by
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
11. Frog Shrine Pharblex turned this area into a shrine to his distorted notions of religion. Niches in the walls are filled with carvings of frogs ranging from the size of a fist to the size of a
pumpkin. Larger carvings sit on the floor. Crude renderings of frogs are scratched into the walls around the niches and colored with chalk. Anyone with the Intelligence (Religion) skill recognizes
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
11. Frog Shrine Pharblex turned this area into a shrine to his distorted notions of religion. Niches in the walls are filled with carvings of frogs ranging from the size of a fist to the size of a
pumpkin. Larger carvings sit on the floor. Crude renderings of frogs are scratched into the walls around the niches and colored with chalk. Anyone with the Intelligence (Religion) skill recognizes
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
) + your Constitution modifier per monk level after 1st Proficiencies Armor: None Weapons: Simple weapons, shortswords Tools: Choose one type of artisan’s tools or one musical instrument Saving Throws
: Strength, Dexterity Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth Equipment You start with the following equipment, in addition to the equipment granted by
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
11. Frog Shrine Pharblex turned this area into a shrine to his distorted notions of religion. Niches in the walls are filled with carvings of frogs ranging from the size of a fist to the size of a
pumpkin. Larger carvings sit on the floor. Crude renderings of frogs are scratched into the walls around the niches and colored with chalk. Anyone with the Intelligence (Religion) skill recognizes
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
11. Frog Shrine Pharblex turned this area into a shrine to his distorted notions of religion. Niches in the walls are filled with carvings of frogs ranging from the size of a fist to the size of a
pumpkin. Larger carvings sit on the floor. Crude renderings of frogs are scratched into the walls around the niches and colored with chalk. Anyone with the Intelligence (Religion) skill recognizes
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Nourishing the Atropal On one of his journeys through the cosmos, Acererak stumbled upon an atropal (see appendix D). He brought it to Toril, ensconced it in the cradle of his tomb, and began feeding
it necromantic energy, hoping to transform it into a deity: one able to claim dominion over death. Unleashed on Toril, the newborn death god would glut itself on life until none but the dead walked
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Nourishing the Atropal On one of his journeys through the cosmos, Acererak stumbled upon an atropal (see appendix D). He brought it to Toril, ensconced it in the cradle of his tomb, and began feeding
it necromantic energy, hoping to transform it into a deity: one able to claim dominion over death. Unleashed on Toril, the newborn death god would glut itself on life until none but the dead walked
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
(or 5) + your Constitution modifier per warlock level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two skills from
Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
: 1d10 (or 6) + your Constitution modifier per paladin level after 1st Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Wisdom, Charisma Skills
: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
(or 5) + your Constitution modifier per cleric level after 1st Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose
two from History, Insight, Medicine, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a mace or (b) a warhammer
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
: 1d10 (or 6) + your Constitution modifier per paladin level after 1st Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Wisdom, Charisma Skills
: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a