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Returning 23 results for 'settling power'.
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Classes
Player’s Handbook (2014)
sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
be big or small, but each family is a gerontocracy, with the oldest member ruling the roost. This elder has most of the responsibility for enforcing traditions, settling disputes, setting the course
for the group’s travels, and preserving the Vistani way of life. The Vistani have the power—some say gift—to travel through the mists that lead to forlorn realms within the Shadowfell known as the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, who developed subraces in the world, elves brought their divisions with them, settling into separate kingdoms by type. Beings of immense power, the first elves explored and settled the world, bringing
about a golden age of art, magic, and civilization. At the height of their power, the elves performed a High Magic ritual intended to create the ideal homeland. They succeeded, but the spell sundered
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
mealtimes and at the birth of children, and folk give her thanks whenever they experience the pleasure of settling by a fire and feeling safe and loved. Chauntea’s faith is one of nurturing and growth
sleeves and dig their hands into the dirt. THE EARTHMOTHER
The druids of the Moonshae Isles worship the Earthmother, she who is the generative power of the land itself. To some mainlanders, the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
mealtimes and at the birth of children, and folk give her thanks whenever they experience the pleasure of settling by a fire and feeling safe and loved. Chauntea’s faith is one of nurturing and growth
sleeves and dig their hands into the dirt. THE EARTHMOTHER
The druids of the Moonshae Isles worship the Earthmother, she who is the generative power of the land itself. To some mainlanders, the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, who developed subraces in the world, elves brought their divisions with them, settling into separate kingdoms by type. Beings of immense power, the first elves explored and settled the world, bringing
about a golden age of art, magic, and civilization. At the height of their power, the elves performed a High Magic ritual intended to create the ideal homeland. They succeeded, but the spell sundered
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
be big or small, but each family is a gerontocracy, with the oldest member ruling the roost. This elder has most of the responsibility for enforcing traditions, settling disputes, setting the course
for the group’s travels, and preserving the Vistani way of life. The Vistani have the power—some say gift—to travel through the mists that lead to forlorn realms within the Shadowfell known as the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
of warforged who fought in the Last War. What They’ll Settle For. Ultimately, Kalyth’s group wants money, and Mercy’s group wants respect. If both parties get what they want, the dispute ends. Settling
the characters are looking for a piece of the Rod of Seven Parts, Mercy tells the characters the following about Landro’s unique power source: “I’ve heard tales of an unusual colossus called Landro
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
of warforged who fought in the Last War. What They’ll Settle For. Ultimately, Kalyth’s group wants money, and Mercy’s group wants respect. If both parties get what they want, the dispute ends. Settling
the characters are looking for a piece of the Rod of Seven Parts, Mercy tells the characters the following about Landro’s unique power source: “I’ve heard tales of an unusual colossus called Landro
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
new victims, rarely sleeping and never settling down. Only a large-scale assault, such as the massacre of an entire village, can satisfy their desire even temporarily. A sated gnoll rests, knowing
are plagued by visions sent by Yeenoghu. The promise of ultimate power, fueled by acts of brutality, tempt and torment it. Most folk ascribe these feelings to a fleeting bout of depression or madness
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
new victims, rarely sleeping and never settling down. Only a large-scale assault, such as the massacre of an entire village, can satisfy their desire even temporarily. A sated gnoll rests, knowing
are plagued by visions sent by Yeenoghu. The promise of ultimate power, fueled by acts of brutality, tempt and torment it. Most folk ascribe these feelings to a fleeting bout of depression or madness
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Ideals: Logic, greed (“I’m certain we can come to an agreement that all parties will favor. But if not, we have other means of settling the issue.”) Interaction Traits: Polite, mercantile, ruthless
have any particular interest in morality, and evil acts have no impact on her attitude toward the party. She disapproves of taking any wyrmspeakers alive, though, fearing the power of such dangerous
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Ideals: Logic, greed (“I’m certain we can come to an agreement that all parties will favor. But if not, we have other means of settling the issue.”) Interaction Traits: Polite, mercantile, ruthless
have any particular interest in morality, and evil acts have no impact on her attitude toward the party. She disapproves of taking any wyrmspeakers alive, though, fearing the power of such dangerous
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Ideals: Logic, greed (“I’m certain we can come to an agreement that all parties will favor. But if not, we have other means of settling the issue.”) Interaction Traits: Polite, mercantile, ruthless
have any particular interest in morality, and evil acts have no impact on her attitude toward the party. She disapproves of taking any wyrmspeakers alive, though, fearing the power of such dangerous
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Ideals: Logic, greed (“I’m certain we can come to an agreement that all parties will favor. But if not, we have other means of settling the issue.”) Interaction Traits: Polite, mercantile, ruthless
have any particular interest in morality, and evil acts have no impact on her attitude toward the party. She disapproves of taking any wyrmspeakers alive, though, fearing the power of such dangerous
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Ideals: Logic, greed (“I’m certain we can come to an agreement that all parties will favor. But if not, we have other means of settling the issue.”) Interaction Traits: Polite, mercantile, ruthless
have any particular interest in morality, and evil acts have no impact on her attitude toward the party. She disapproves of taking any wyrmspeakers alive, though, fearing the power of such dangerous
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Ideals: Logic, greed (“I’m certain we can come to an agreement that all parties will favor. But if not, we have other means of settling the issue.”) Interaction Traits: Polite, mercantile, ruthless
have any particular interest in morality, and evil acts have no impact on her attitude toward the party. She disapproves of taking any wyrmspeakers alive, though, fearing the power of such dangerous
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, I know what time it is! It’s gin o’clock!
— Viari
Harbin Wester Harbin Wester (N male human noble) knows only greed, power, and treachery. He is the wealthiest citizen in Phandalin, owning much
— and she wants nothing to do with it. Minghee wants to travel, see the world, and make a name for herself, settling down only when she’s ready. She works at the coster reluctantly, and tells anyone
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, I know what time it is! It’s gin o’clock!
— Viari
Harbin Wester Harbin Wester (N male human noble) knows only greed, power, and treachery. He is the wealthiest citizen in Phandalin, owning much
— and she wants nothing to do with it. Minghee wants to travel, see the world, and make a name for herself, settling down only when she’s ready. She works at the coster reluctantly, and tells anyone
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
communicate with Mudlump can, with a successful DC 13 Charisma (Persuasion) check, convince him not to attack Amidor or the party. Here are three options for settling the dispute, though clever players
the power to commune with the dead by forming a circle and ringing their bells. (A minimum of three goblins are needed to perform the ritual.) After 1 minute of this clamor, the ephemeral spirit of a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
communicate with Mudlump can, with a successful DC 13 Charisma (Persuasion) check, convince him not to attack Amidor or the party. Here are three options for settling the dispute, though clever players
the power to commune with the dead by forming a circle and ringing their bells. (A minimum of three goblins are needed to perform the ritual.) After 1 minute of this clamor, the ephemeral spirit of a