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Returning 35 results for 'part apart and his college'.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
claws and hooves, as well as their long, whiplike tails, to tear apart foes.
In the armies of demon lords, armanites perform the role of heavy cavalry, leading the charge and tearing into their enemies
.
Part of what makes armanites so fearsome is the number of weapons they have at their disposal. They possess dense hooves, claws that end in curling talons, and long tails whose serrated ridges can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Return to Worms. When the mage is reduced to 0 hit points, it breaks apart into a swarm of insects (see the Monster Manual) in the same space. Unless the swarm is destroyed, the mage reforms from it
original cultist’s personality survives the transformation; what emerges is wholly alien.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best-known
Backgrounds
Baldur’s Gate: Descent into Avernus
souls who manage to find isolation amid its tumult.
You lived in seclusion — either in a sheltered community such as a monastery, or entirely alone—for a formative part of your life. In your
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
races
sanctuary within its walls. The Great College dedicated to magical study in the city quickly became a sanctum for mages of all disciplines from across Etharis, creating a golden age of magic within its
walls.
That golden age came crashing down in a single night, when the founding mages of Ulmyr’s Gate attempted an ambitious ritual intended to part the veil and create a permanent portal to the
classes
Bards tell tales in a variety of ways. Some sing. Some dance. But it is through art they share the sagas of ancient days. Bards of the College of Drama take a deeper approach to bringing the old
who adopt this specialization are particularly adept at infiltrating evil organizations. Their magic allows their entire party to take on a role, giving the group the opportunity to blend in during a ritual or take part in a large gathering.
Hermit
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
You lived in seclusion—either in a sheltered community such as a monastery, or entirely alone—for a formative part of your life. In your time apart from the clamor of society, you found
classes
Bards tell tales in a variety of ways. Some sing. Some dance. But it is through art they share the sagas of ancient days. Bards of the College of Drama take a deeper approach to bringing the old
who adopt this specialization are particularly adept at infiltrating evil organizations. Their magic allows their entire party to take on a role, giving the group the opportunity to blend in during a ritual or take part in a large gathering.
Control Water
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the
Bard
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
set bards apart from their fellows. Only rarely do bards settle in one place for long, and their natural desire to travel—to find new tales to tell, new skills to learn, and new discoveries
a master, following the more experienced bard until you were ready to strike out on your own? Or did you attend a college where you studied bardic lore and practiced your musical magic? Perhaps you
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component
becoming a druid was part of your character’s destiny.
Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
happen “off screen” or as part of the preparation for this adventure. See chapter 1 for more information about joining a Strixhaven college and the academic counselors assigned to students in their second year.
Choosing a College Before this adventure begins, the characters must choose one of Strixhaven’s five colleges to join: Silverquill, Prismari, Witherbloom, Lorehold, or Quandrix. This choice can
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
happen “off screen” or as part of the preparation for this adventure. See chapter 1 for more information about joining a Strixhaven college and the academic counselors assigned to students in their second year.
Choosing a College Before this adventure begins, the characters must choose one of Strixhaven’s five colleges to join: Silverquill, Prismari, Witherbloom, Lorehold, or Quandrix. This choice can
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Transferring Colleges The loose association of minstrels and masters that was your bard college helps to define your knowledge and skills. Still, no matter what your original collegiate connections
, as a bard in an Acquisitions Incorporated campaign, you now focus that learning into your own personal school of business. College of Glamour The lessons taught by the College of Glamour are right in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Transferring Colleges The loose association of minstrels and masters that was your bard college helps to define your knowledge and skills. Still, no matter what your original collegiate connections
, as a bard in an Acquisitions Incorporated campaign, you now focus that learning into your own personal school of business. College of Glamour The lessons taught by the College of Glamour are right in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
their traditions. This section presents the College of Dance, College of Glamour, College of Lore, and College of Valor subclasses. College of Dance KATERINA LADON College of Dance Subclass Move in
Harmony with the Cosmos Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
their traditions. This section presents the College of Dance, College of Glamour, College of Lore, and College of Valor subclasses. College of Dance KATERINA LADON College of Dance Subclass Move in
Harmony with the Cosmos Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
of long, sharp blades spaced 1 foot apart. The northern turnstile spins counterclockwise, while the southern one spins clockwise. Any creature that enters or starts its turn in the eastern part of the
G10. Spinning Blades This area is lightly obscured by mist from the waterfall. The larger eastern part of the room contains two rapidly spinning devices that look like turnstiles fitted with stacks
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
of long, sharp blades spaced 1 foot apart. The northern turnstile spins counterclockwise, while the southern one spins clockwise. Any creature that enters or starts its turn in the eastern part of the
G10. Spinning Blades This area is lightly obscured by mist from the waterfall. The larger eastern part of the room contains two rapidly spinning devices that look like turnstiles fitted with stacks
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Using the Overland Map During this part of the adventure, the characters will frequently be marching overland from one point of interest to another. As can be seen on the regional map in the
Introduction, some of these areas are a good forty to fifty miles apart, requiring several days of marching overland to travel to the next adventure site. Travel Time. Assume that the party travels twenty
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Using the Overland Map During this part of the adventure, the characters will frequently be marching overland from one point of interest to another. As can be seen on the regional map in the
Introduction, some of these areas are a good forty to fifty miles apart, requiring several days of marching overland to travel to the next adventure site. Travel Time. Assume that the party travels twenty
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
be reframed for an Acq Inc campaign. Each class section offers up suggestions for adding detail and narrative flair to your character. Where tables are presented as part of those suggestions, you can
:
Barbarian: Path of the Ancestral Guardian, Path of the Zealot
Bard: College of Glamour, College of Whispers
Druid: Circle of Dreams, Circle of the Shepherd
Fighter: Arcane Archer, Cavalier, Samurai
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
be reframed for an Acq Inc campaign. Each class section offers up suggestions for adding detail and narrative flair to your character. Where tables are presented as part of those suggestions, you can
:
Barbarian: Path of the Ancestral Guardian, Path of the Zealot
Bard: College of Glamour, College of Whispers
Druid: Circle of Dreams, Circle of the Shepherd
Fighter: Arcane Archer, Cavalier, Samurai
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Kollema’s Wisdom Part of the tradition of the Magister’s Masquerade involves a speech made by the spirit of Magister Kollema. The statue of Kollema animates, offering wisdom to the gathered students
remember the chain of which you are a part. Wisdom is shared, learned, added to, and passed on. Links are added and lost, but the chain of tradition connects us all—those of us who were, who are, and who
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Kollema’s Wisdom Part of the tradition of the Magister’s Masquerade involves a speech made by the spirit of Magister Kollema. The statue of Kollema animates, offering wisdom to the gathered students
remember the chain of which you are a part. Wisdom is shared, learned, added to, and passed on. Links are added and lost, but the chain of tradition connects us all—those of us who were, who are, and who
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Lorehold Student You have spent your youth preparing to be a student of Lorehold College, reading every book on the college’s recommended reading list for prospective students. Your academic passions
Lorehold college. The Lorehold Personality Traits table suggests a variety of traits you might adopt for your character. Lorehold Personality Traits d6 Personality Trait 1 I thrive on esoteric lore
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Erlefurt has the highest number of magical colleges anywhere in the continent, with the Magister College being the oldest and most venerable of all. There is a healthy, and sometimes unhealthy
Colleges, but the Magister College proves itself to be exceptionally stringent. The Magister chooses only the best among its applicants—not merely those with high magical aptitude, but also those most
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Lorehold Student You have spent your youth preparing to be a student of Lorehold College, reading every book on the college’s recommended reading list for prospective students. Your academic passions
Lorehold college. The Lorehold Personality Traits table suggests a variety of traits you might adopt for your character. Lorehold Personality Traits d6 Personality Trait 1 I thrive on esoteric lore
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
College of Creation One bard’s song of creation is the score to another person’s nightmares.
Tasha
Bards believe the cosmos is a work of art—the creation of the first dragons and gods. That
creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
College of Creation One bard’s song of creation is the score to another person’s nightmares.
Tasha
Bards believe the cosmos is a work of art—the creation of the first dragons and gods. That
creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
College of Swords Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and
. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers. College of Swords Features Bard Level Feature 3rd Bonus
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
College of Swords Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and
. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers. College of Swords Features Bard Level Feature 3rd Bonus
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
-designed and well-run world seems to flow around the adventurers, so that they feel part of something, instead of apart from it. Consistency is a key to a believable fictional world. When the adventurers
Part 1: Master of Worlds Every DM is the creator of his or her own campaign world. Whether you invent a world, adapt a world from a favorite movie or novel, or use a published setting for the D&D
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
-designed and well-run world seems to flow around the adventurers, so that they feel part of something, instead of apart from it. Consistency is a key to a believable fictional world. When the adventurers
Part 1: Master of Worlds Every DM is the creator of his or her own campaign world. Whether you invent a world, adapt a world from a favorite movie or novel, or use a published setting for the D&D
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
3. Main Hall This cave serves as a gathering and eating place for the drow warriors of the outpost. It has four circular tables carved from zurkhwood, each surrounded by five chairs. Part of the hall
duties. Treasure There is nothing of value in the main hall apart from what the drow have on them, but characters can loot the larder for the equivalent of up to 30 days of rations, limited by what they can carry. Each day of rations for one character weighs 2 pounds.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
3. Main Hall This cave serves as a gathering and eating place for the drow warriors of the outpost. It has four circular tables carved from zurkhwood, each surrounded by five chairs. Part of the hall
duties. Treasure There is nothing of value in the main hall apart from what the drow have on them, but characters can loot the larder for the equivalent of up to 30 days of rations, limited by what they can carry. Each day of rations for one character weighs 2 pounds.