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Returning 35 results for 'present aspects and his core'.
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Classes
Player’s Handbook
magic available in the present age.
Becoming a Wizard...
As a Level 1 Character
Gain all the traits in the Core Wizard Traits table.
Gain the Wizard’s level 1 features, which are listed
Core Wizard Traits
Primary Ability
Intelligence
Hit Point Die
D6 per Wizard level
Saving Throw Proficiencies
Intelligence and Wisdom
Skill Proficiencies
Choose 2: Arcana
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
strong ties to elemental air, for breath is what connects one’s soul to one’s essence (body). Ki is a vital force present in all living things. Medical techniques and training can be used to control
the flow of ki. All living beings are made up of two “lives,” physical and spiritual. When these aspects are in harmony, great power can be attained.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
strong ties to elemental air, for breath is what connects one’s soul to one’s essence (body). Ki is a vital force present in all living things. Medical techniques and training can be used to control
the flow of ki. All living beings are made up of two “lives,” physical and spiritual. When these aspects are in harmony, great power can be attained.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
available in the present age. Becoming a Wizard... As a Level 1 Character Gain all the traits in the Core Wizard Traits table. Gain the Wizard’s level 1 features, which are listed in the Wizard
Wizard BILLY CHRISTIAN A Scholarly Magic-User of Arcane Power Core Wizard Traits Primary Ability Intelligence Hit Point Die D6 per Wizard level Saving Throw Proficiencies Intelligence and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wizard Core Wizard Traits Primary Ability Intelligence Hit Point Die D6 per Wizard level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, History, Insight
civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age. Becoming a Wizard... As a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wizard Core Wizard Traits Primary Ability Intelligence Hit Point Die D6 per Wizard level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, History, Insight
civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age. Becoming a Wizard... As a
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
them at their very core.
The mutative aspects of a Transformation often affect the mind as much as they affect the body, leaving the creatures undergoing the Transformation both enhanced and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
available in the present age. Becoming a Wizard... As a Level 1 Character Gain all the traits in the Core Wizard Traits table. Gain the Wizard’s level 1 features, which are listed in the Wizard
Wizard BILLY CHRISTIAN A Scholarly Magic-User of Arcane Power Core Wizard Traits Primary Ability Intelligence Hit Point Die D6 per Wizard level Saving Throw Proficiencies Intelligence and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Planes of Eberron The material plane is enfolded by thirteen planes of existence. Many of these have aspects of both outer and inner planes. All of the planes overlap with Eberron in some way
eldritch machines or interaction with extraplanar entities. There are also manifest zones: places in the material plane where the barriers are thin and where some aspects of a plane can bleed through
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Planes of Eberron The material plane is enfolded by thirteen planes of existence. Many of these have aspects of both outer and inner planes. All of the planes overlap with Eberron in some way
eldritch machines or interaction with extraplanar entities. There are also manifest zones: places in the material plane where the barriers are thin and where some aspects of a plane can bleed through
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Sword Coast Adventurer’s Guide is
descriptive text that’s meant to be read or paraphrased aloud to the players. This read-aloud text is offset in boxes like this one. Boxed text is most commonly used to describe locations or present bits of scripted dialogue.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Sword Coast Adventurer’s Guide is
descriptive text that’s meant to be read or paraphrased aloud to the players. This read-aloud text is offset in boxes like this one. Boxed text is most commonly used to describe locations or present bits of scripted dialogue.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Sword Coast Adventurer’s Guide is
descriptive text that’s meant to be read or paraphrased aloud to the players. This read-aloud text is offset in boxes like this one. Boxed text is most commonly used to describe locations or present bits of scripted dialogue.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Sword Coast Adventurer’s Guide is
descriptive text that’s meant to be read or paraphrased aloud to the players. This read-aloud text is offset in boxes like this one. Boxed text is most commonly used to describe locations or present bits of scripted dialogue.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, and the machinations of the Dark Powers present a wealth of ominous possibilities. All these elements share a shadowy uncertainty and the potential for terror to take on unpredictable forms. The
following sections are written for you, the DM, to consider and incorporate into your adventures as you see fit. If you wish to reveal the core mysteries of Ravenloft to your players and explore the Land
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Sword Coast Adventurer’s Guide is
text that’s meant to be read or paraphrased aloud to the players. This read-aloud text is offset in boxes like this one. Boxed text is most commonly used to describe locations or present bits of scripted dialogue.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Sword Coast Adventurer’s Guide is
descriptive text that’s meant to be read or paraphrased aloud to the players. This read-aloud text is offset in boxes like this one. Boxed text is most commonly used to describe locations or present bits of scripted dialogue.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, and the machinations of the Dark Powers present a wealth of ominous possibilities. All these elements share a shadowy uncertainty and the potential for terror to take on unpredictable forms. The
following sections are written for you, the DM, to consider and incorporate into your adventures as you see fit. If you wish to reveal the core mysteries of Ravenloft to your players and explore the Land
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Sword Coast Adventurer’s Guide is
text that’s meant to be read or paraphrased aloud to the players. This read-aloud text is offset in boxes like this one. Boxed text is most commonly used to describe locations or present bits of scripted dialogue.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Sword Coast Adventurer’s Guide is
descriptive text that’s meant to be read or paraphrased aloud to the players. This read-aloud text is offset in boxes like this one. Boxed text is most commonly used to describe locations or present bits of scripted dialogue.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
vulnerable. Some linger like scars, not always visible but ever-present. Perhaps more so than any other race, elves are familiar with all aspects of memory. From birth, elves don’t sleep but instead
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Undead Forces The following undead are present in the gulch: Boneclaw. Near the top of the gulch, a boneclaw (see appendix A) is hiding among the shadowy trees. As the characters move into the gulch
Jump feature, giving them access to most areas of the gulch — and possibly bringing anyone they are grappling with them! You can use this ability to trigger other aspects of the encounter ahead of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
vulnerable. Some linger like scars, not always visible but ever-present. Perhaps more so than any other race, elves are familiar with all aspects of memory. From birth, elves don’t sleep but instead
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Undead Forces The following undead are present in the gulch: Boneclaw. Near the top of the gulch, a boneclaw (see appendix A) is hiding among the shadowy trees. As the characters move into the gulch
Jump feature, giving them access to most areas of the gulch — and possibly bringing anyone they are grappling with them! You can use this ability to trigger other aspects of the encounter ahead of
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
representative to Revel’s End, and together the representatives form a parole committee called the Absolution Council. Rarely are all ten council members present, since Revel’s End offers little in the way of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
representative to Revel’s End, and together the representatives form a parole committee called the Absolution Council. Rarely are all ten council members present, since Revel’s End offers little in the way of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
representative to Revel’s End, and together the representatives form a parole committee called the Absolution Council. Rarely are all ten council members present, since Revel’s End offers little in the way of
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
representative to Revel’s End, and together the representatives form a parole committee called the Absolution Council. Rarely are all ten council members present, since Revel’s End offers little in the way of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. The images herein show just a few avenues explored in updating these foes to the most current edition of the game, along with notes taken from internal concept and story documents. Some present
exploration, like the garb of the Red Wizards, the iconography of the Cult of the Dragon, and—of course—the multiple deadly aspects of one of the campaign’s central magic items, the Mask of the Dragon
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. The images herein show just a few avenues explored in updating these foes to the most current edition of the game, along with notes taken from internal concept and story documents. Some present
exploration, like the garb of the Red Wizards, the iconography of the Cult of the Dragon, and—of course—the multiple deadly aspects of one of the campaign’s central magic items, the Mask of the Dragon
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
aspects of Tiamat, all surrounding a central apse. The apse and all five chapels rise in separate spires, culminating in the sanctuary atop the central spire. Level 2 is a zone 50 feet above ground
Severin (levitating) wearing the Mask of the Dragon Queen Any free wyrmspeakers the characters have previously interacted with can be present in their respective chapels in the temple if you wish, but their presence isn’t required. Wyrmspeakers not here are outside leading the Well of Dragons’ defense.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
cities, and a campaign centered on her champions and goals might focus on just one of these aspects over the course of the campaign. A game focused on establishment might see the characters founding a
campaigns less focused on combat and more on social encounters and intrigue. Lastly, a campaign focused on defending a city could present a range of threats, from external foes—like wild creatures or
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
cities, and a campaign centered on her champions and goals might focus on just one of these aspects over the course of the campaign. A game focused on establishment might see the characters founding a
campaigns less focused on combat and more on social encounters and intrigue. Lastly, a campaign focused on defending a city could present a range of threats, from external foes—like wild creatures or
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
representative to Revel’s End, and together they form a parole committee called the Absolution Council. Rarely are all ten council members present, since Revel’s End offers little in the way of comfort and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, religion, folklore, and other aspects of these races, as well as exploring the role of other core D&D races in the setting. Secrets of Sarlona (3.5E): This sourcebook explores the continent of Sarlona
twisted experiments of the daelkyr, sheds light on the process of elemental binding, and touches on other types of magic present in the world. Player’s Guide to Eberron (3.5E): An overview of