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Returning 35 results for 'places arms and his channeling'.
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places armor and his channeling
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Monsters
Spelljammer: Adventures in Space
affairs in secrecy, preferring to meet in dark alleys and out-of-the-way places even when their business isn't illegal or dangerous. They tend to dress in a garish mishmash of clothing, but many of them
the dohwar's life, often in response to the dohwar experiencing an overwhelming emotion. Instead of wings, it has arms and tiny hands.
Dohwars prefer to communicate through a form of telepathy they
Monsters
Mordenkainen Presents: Monsters of the Multiverse
target’s arms and legs switch places, preventing the target from moving unless it crawls.
51–55
The target’s arms become tentacles with fingers on the ends, increasing its reach by
Backgrounds
Baldur’s Gate: Descent into Avernus
.
3
I like to squeeze into small places where no one else can get to me.
4
I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
5
I eat like
Backgrounds
Baldur’s Gate: Descent into Avernus
;performing sacred rites is not the same thing as channeling divine power.
Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your
. You know if a deity has a following in the city and any places that faith openly congregates and the neighborhoods those faithful typically inhabit. While this isn’t remarkable for most of the
Backgrounds
Guildmasters’ Guide to Ravnica
.
Contacts
The ordered structure of the Boros Legion offers abundant opportunities to make friends — and rivals — in higher places. You might have close friends in other guilds that share the
-Boros Contacts table.
Boros Contacts
d8
Contact
1
A former comrade in arms was promoted into the prestigious Sunhome Guard.
2
One of my parents is a ranking Boros officer
Sahuagin Baron
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons.
Way of
the Shark. Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god’s power, and priestesses hold tremendous sway in sahuagin communities.
Sahuagin are
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons.
Way of the Shark. Sahuagin worship the shark god Sekolah. Only
female sahuagin are deemed worthy of channeling the god's power, and priestesses hold tremendous sway in sahuagin communities.
Sahuagin are driven into a frenzy by the smell of fresh blood. As
Urchin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Player’s Handbook (2014)
of questions.
3
I like to squeeze into small places where no one else can get to me.
4
I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
5
Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
lighting on them might overthrow the balance. These glistening arches were the city’s only boundaries; there was no wall around Qualinost. The elven city opened its arms lovingly to the wilderness
.
— Margaret Weis & Tracy Hickman, Dragons of Autumn Twilight
Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
up Mechanus, the wheels of the Concordant Express are a network of interlacing cogs. A series of mechanical arms rapidly places levitating tracks before the train, while a similar set of arms beneath
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
up Mechanus, the wheels of the Concordant Express are a network of interlacing cogs. A series of mechanical arms rapidly places levitating tracks before the train, while a similar set of arms beneath
Paladin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, a human lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance
of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
over portals, deep sea chasms, and other places where foul monsters might emerge. When such threats appear, the tritons take up arms to drive them from the world.
is ready to join the party in their struggle. Tritons are folk of the Elemental Plane of Water who journeyed to the Material Plane to watch over the dark places of the ocean depths. They stand guard
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
over portals, deep sea chasms, and other places where foul monsters might emerge. When such threats appear, the tritons take up arms to drive them from the world.
is ready to join the party in their struggle. Tritons are folk of the Elemental Plane of Water who journeyed to the Material Plane to watch over the dark places of the ocean depths. They stand guard
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
do indeed relate to the eight schools of magic. The wizard requests that each character places a hand upon a different stone, to “assist in channeling the streams of magic.” When their hands are in
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
do indeed relate to the eight schools of magic. The wizard requests that each character places a hand upon a different stone, to “assist in channeling the streams of magic.” When their hands are in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
on them might overthrow the balance. These glistening arches were the city’s only boundaries; there was no wall around Qualinost. The elven city opened its arms lovingly to the wilderness
.
— Margaret Weis & Tracy Hickman,
Dragons of Autumn Twilight
Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
overthrow the balance. These glistening arches were the city’s only boundaries; there was no wall around Qualinost. The elven city opened its arms lovingly to the wilderness.
— Margaret Weis & Tracy
Hickman, Dragons of Autumn Twilight
Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
on them might overthrow the balance. These glistening arches were the city’s only boundaries; there was no wall around Qualinost. The elven city opened its arms lovingly to the wilderness
.
— Margaret Weis & Tracy Hickman,
Dragons of Autumn Twilight
Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
overthrow the balance. These glistening arches were the city’s only boundaries; there was no wall around Qualinost. The elven city opened its arms lovingly to the wilderness.
— Margaret Weis & Tracy
Hickman, Dragons of Autumn Twilight
Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
ranged attacks, but giants never perceived a need for mechanical assistance. Even in places where giants have adapted bows or javelins for use in combat, they’ve never neglected the straightforward
giants fight enormous foes (such as dragons) or enormous targets (such as castles), they prefer to hurl stones so large that even a giant must use both arms to lift and throw one. Giants throw just as
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
ranged attacks, but giants never perceived a need for mechanical assistance. Even in places where giants have adapted bows or javelins for use in combat, they’ve never neglected the straightforward
giants fight enormous foes (such as dragons) or enormous targets (such as castles), they prefer to hurl stones so large that even a giant must use both arms to lift and throw one. Giants throw just as
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Shady Nightclub The Boromars control gambling dens and nightclubs throughout Sharn. The finer establishments are places for the Boromar Clan to wine, dine, bribe, and extort the city’s powerful elite
. At the other end of the spectrum, the run-down gambling halls and dreamlily dens in the poorer districts are places where those in the employ of the Boromars plan heists, store smuggled goods, hide
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Shady Nightclub The Boromars control gambling dens and nightclubs throughout Sharn. The finer establishments are places for the Boromar Clan to wine, dine, bribe, and extort the city’s powerful elite
. At the other end of the spectrum, the run-down gambling halls and dreamlily dens in the poorer districts are places where those in the employ of the Boromars plan heists, store smuggled goods, hide
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
: The adventurers receive the mission.
Late Evening, Day 1: Krenko places a weapons order with Falish, a human arms dealer.
Noon, Day 2: Additional enforcers from Krenko’s gang arrive at Krenko’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
kingdom and the creatures in it as blood sport for their hunting parties.
The self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes
in battle, and all sahuagin bow down before these powerful barons.
Way of the Shark. Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god’s power
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
kingdom and the creatures in it as blood sport for their hunting parties.
The self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes
in battle, and all sahuagin bow down before these powerful barons.
Way of the Shark. Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god’s power
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
in secrecy, preferring to meet in dark alleys and out-of-the-way places even when their business isn’t illegal or dangerous. They tend to dress in a garish mishmash of clothing, but many of them also
dohwar’s life, often in response to the dohwar experiencing an overwhelming emotion. Instead of wings, it has arms and tiny hands. Dohwars prefer to communicate through a form of telepathy they call
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
: The adventurers receive the mission.
Late Evening, Day 1: Krenko places a weapons order with Falish, a human arms dealer.
Noon, Day 2: Additional enforcers from Krenko’s gang arrive at Krenko’s
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
in secrecy, preferring to meet in dark alleys and out-of-the-way places even when their business isn’t illegal or dangerous. They tend to dress in a garish mishmash of clothing, but many of them also
dohwar’s life, often in response to the dohwar experiencing an overwhelming emotion. Instead of wings, it has arms and tiny hands. Dohwars prefer to communicate through a form of telepathy they call
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
flourishes and creature comforts. Operation. A dragonmarked heir of House Lyrandar must pilot a Lyrandar airship, channeling the power of the Mark of Storm through the wheel of wind and water that
employed by explorers and by wealthy travelers who demand luxury — clients who have a need to move quickly to places that might not be served by the lightning rail. Suppression. Although the elemental
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
flourishes and creature comforts. Operation. A dragonmarked heir of House Lyrandar must pilot a Lyrandar airship, channeling the power of the Mark of Storm through the wheel of wind and water that
employed by explorers and by wealthy travelers who demand luxury — clients who have a need to move quickly to places that might not be served by the lightning rail. Suppression. Although the elemental
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The target’s skin becomes scabby, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1).
46–50 The target’s arms and legs switch places, preventing the target from moving
unless it crawls.
51–55 The target’s arms become tentacles with fingers on the ends, increasing its reach by 5 feet.
56–60 The target’s legs grow incredibly long and springy, increasing
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The target’s skin becomes scabby, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1).
46–50 The target’s arms and legs switch places, preventing the target from moving
unless it crawls.
51–55 The target’s arms become tentacles with fingers on the ends, increasing its reach by 5 feet.
56–60 The target’s legs grow incredibly long and springy, increasing
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Above and Below The five main quarters of Sharn make up the bulk of the city. But a few additional districts lie above and below the metropolis proper, including wondrous sites and dangerous places
-scale industry, the dwarf Antos Keldoran maintains a small forge and produces bespoke arms and armor. Ashblack The Pool of Onatar’s Tears A small temple in the Blackbones district holds a pool said to