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Returning 35 results for 'shields of realm draw variant'.
Monsters
Heroes of the Borderlands
"} Poison damage.Lizardfolk wardens draw on primal magic to protect nature’s boundaries. These territorial guardians lurk in wetlands and jungles, surfacing from murky pools to track down
trespassers and drive them out. Wardens wield weapons and shields fashioned from the husks of giant beetles, snapping turtles, and other mighty creatures. When these tools fail them, they channel the forces of nature to augment their natural attacks with poison saliva.
Monsters
Phandelver and Below: The Shattered Obelisk
gemstone. Unknown to Ruxithid the Chosen, a new group of mind flayer fanatics that draw power from the Far Realm planted it for him to find. The gemstone lets Ruxithid telepathically communicate with the
classes
Player’s Handbook (2014)
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known
might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.
Entities of this type include Ghaunadar, called That Which
Monsters
The Book of Many Things
encounter.
Variant: Servants of Living Stars
Some stars in the sky are Elder Evils, alien beings of godlike power from the reality-defying Far Realm.
A living portent can be a fragment of these beings
Guild Artisan / Guild Merchant
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Player’s Handbook (2014)
practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your
in the guild’s good graces.
Variant Guild Artisan: Guild Merchant
Instead of an artisans’ guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You don&rsquo
classes
Player’s Handbook
Unearth Forbidden Lore of Ineffable Beings
When you choose this subclass, you might bind yourself to an unspeakable being from the Far Realm or an elder god—a being such as Tharizdun, the
Great Old One might be indifferent to your existence. But the secrets you’ve learned nevertheless allow you to draw strange magic from it.
Monsters
Infernal Machine Rebuild
. Among the largest was the thessalkraken—a slightly smaller variant of the legendary kraken, resembling that great tentacled titan but with a jagged-toothed maw that drips constantly with
the water in the thessalkraken’s lair compels potential victims to draw near. Each creature within 120 feet of the thessalkraken must succeed on a DC 18 Wisdom saving throw or move 10 feet closer
Magic Items
Tasha’s Cauldron of Everything
cases, Mother Luba managed to ensnare beings of pure evil amid the strands of fate, imprisoning them within her tarokka deck. There these foul spirits dwell still, trapped within a nether-realm hidden
made to maintain your concentration on divination spells.
Twist of Fate. As an action, you can draw a card from the deck and twist the fortune of another creature you can see within 15 feet of you
Monsters
Eberron: Rising from the Last War
competitors as they are on the furthering of il-Lashtavar's plans. When they aren't serving in the cities of their nightmare realm, they hunt the dreaming spirits of mortals.
Fearmongers. Their ability
to manipulate the fears of mortals sees tsucoras often sent to Eberron as Inspired (Tsucora variant);Inspired. Nothing keeps humanoid chattel in line like fear, and the tsucoras are the masters of
Monsters
Fizban's Treasury of Dragons
a night hag (coven variant);night hag coven are determined to prevent an adult moonstone dragon from contacting creatures in the dream realm, and the dragon has no idea why.
7
An adult
suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm
classes
Tasha’s Cauldron of Everything
Aberrant Origins table for a possible origin of your power.
Aberrant Origins
d6
Origin
1
You were exposed to the Far Realm’s warping influence. You are convinced that a
. One day, it gifted you with psionic powers, which have ended up being not so imaginary.
6
Your nightmares whisper the truth to you: your psionic powers are not your own. You draw them from your parasitic twin!
Magic Items
Tasha’s Cauldron of Everything
pouch, stitched with images of heroes and whimsical creatures. Where the teeth fall, they bring legends to life.
Using the Teeth. While you are holding the pouch, you can use an action to draw one tooth
. Roll on the Teeth of Dahlver-Nar table to determine which tooth you draw, and you can either sow the tooth or implant it (both of which are described later).
If you don’t sow or implant the
Backgrounds
Baldur’s Gate: Descent into Avernus
might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business
your district.
Variant Guild Artisan: Guild Merchant
Instead of an artisans’ guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You don’t craft items yourself
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Proficiencies Choose 2: History, Insight, Medicine, Persuasion, or Religion Weapon Proficiencies Simple weapons Armor Training Light and Medium armor and Shields Starting Equipment Choose A or B: (A) Chain
Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7 GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another
classes
Player’s Handbook
, Medicine, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light and Medium armor and Shields
Starting Equipment
Choose A or B: (A) Chain Shirt, Shield
, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP
Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Persuasion, or Religion Weapon Proficiencies Simple weapons Armor Training Light and Medium armor and Shields Starting Equipment Choose A or B: (A) Chain Shirt, Shield, Mace, Holy Symbol, Priest’s Pack, and 7
GP; or (B) 110 GP Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Creating a Domain Chris Seaman Domains of Dread might be any size or shape and can draw inspiration from any horror genre Once you’ve developed a terrifying Darklord, start shaping that Darklord’s
unique Domain of Dread. Everything in this realm is inspired by the Darklord’s torment or personalized to it. This section provides guidelines to help you create a suitably terrifying and tragic Domain of Dread.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
political dynamics in each region or realm, and use what they uncover to help the weak, the poor, and the oppressed from behind the scenes. Harpers act openly only as a last resort. Artus Cimber, a
to locate Artus are futile, as the Ring of Winter shields itself and its wearer against divination spells and scrying sensors.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
you support the theocracy of Thrane or whether you feel that it’s a mistake to draw the Church into politics. A number of variant sects worship the Silver Flame; you can always find your own path
The Church of the Silver Flame
The Silver Flame
The Silver Flame is force of light holding foul demons at bay. Those who seek to defend the innocent from evil may draw on the power of the Flame
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
The Sinister Truth The Sawplee goblins indirectly served three mind flayers that draw power from a malevolent Far Realm godlet named Ilvaash. Using their godlet as a warped sort of elder brain, these
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Adventure Hooks Use one of the following adventure hooks to draw the characters into the story: Back to the Realm. This hook continues the story of the Dungeons & Dragons animated series and assumes
the players choose the premade characters that accompany this adventure. Long ago, the characters were transported to the Realm, a world filled with magic and monsters. With magic items they received
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Lizardfolk Warden Reptilian Guardian of Nature Lizardfolk wardens draw on primal magic to protect nature’s boundaries. These territorial guardians lurk in wetlands and jungles, surfacing from murky
pools to track down trespassers and drive them out. Wardens wield weapons and shields fashioned from the husks of giant beetles, snapping turtles, and other mighty creatures. When these tools fail them
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of
demons and angels, and the dominions of the gods. Many spells and magic items can draw energy from these planes, summon the creatures that dwell there, communicate with their denizens, and allow
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
are key to the story, as well as one of the locations where Strahd can be found. Chapter 1 also outlines Strahd’s goals, and it suggests adventure hooks to draw the player characters into the cursed
realm of Barovia. If the characters are 1st level, the character background in appendix A is available to them, and consider starting their time in Barovia with the mini-adventure “Death House” in
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, Yarana and her faithful companion Nene were murdered by an envious rival. Their remains floated down the river Holroro and slipped into the realm of the Ghost Orchid Tepui. There, Chimagua found Yarana
from the Far Realm attacked the Ghost Orchid Tepui. Yarana would like to take a more active role in combating the threats to her original home, but her immortality is tied to the Feywild. If she leaves
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Armor and Shields D&D worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging
separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield. VARIANT: EQUIPMENT SIZES
In most campaigns, you can use or wear any
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
planes of existence. It encompasses every world where Dungeon Masters run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw
elemental matter and energy, realms of pure thought and ethos, the homes of demons and angels, and the dominions of the gods. Many spells and magic items can draw energy from these planes, summon the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
powerful artifacts. The Mror restored these ancient fortresses and worked to reclaim the secrets of their ancestors. Seeing the untapped potential of the Realm Below and the broken Kingdom of Galifar
soon became apparent. As the Mror delved deeper into the Realm Below, they woke an ancient evil: Dyrrn the Corruptor, a daelkyr lord of madness. Hordes of aberrations and derro rose from the depths to
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
group of mind flayer fanatics that draw power from the Far Realm planted it for him to find. The gemstone lets Ruxithid telepathically communicate with the mind flayers, who he believes are gods. The
obelisk’s shards to Phandalin, covet the shards for some greater purpose, and demand the Sawplees’ help. While communing with their Far Realm patron, the mind flayers learned that four obelisk shards have
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
unpleasant odor, like scorched metal. Cardinal Directions Like the rest of the Far Realm, the Endless Void has no cardinal directions. Compass roses appear on the maps for your convenience, to help you
draw the attention of these creatures. Characters who simply float freely in the void, or who venture into the Endless Void without a particular destination, encounter 1d6 intellect snares (see appendix A) each hour.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
resemble his dead realm of Thanatos, and all creatures would become undead under his control. Under its black sky, Thanatos is a land of bleak mountains, barren moors, ruined cities, and forests of
— yochlol demons created to serve her and which outrank mightier demons while in the Spider Queen’s realm. The Endless Maze. Baphomet’s layer of the Abyss is a never-ending dungeon, the center of which
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Random Encounters You can breathe life into the garden by introducing random encounters as the characters explore the realm. A random encounter occurs whenever you want one to, such as while the
tree uproots and blocks a character’s path, mimicking their movements. 7 Gorguth the chimera (see area G7) flies overhead and lets out a fearsome roar. If the characters draw Gorguth’s attention, he
Monsters
Fizban's Treasury of Dragons
; attentiveness to unusual events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons
a constant battle against deep gnome miners, who scour the tunnels of the dragon’s lair in search of emeralds.
2
An adult silver dragon tries to befriend and draw out a reclusive adult
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Heroes of the Giants Barbarians who harness the might of giants are not the only adventurers who draw power from giants. A character of any class can explore ties to giants in the following ways
. Elements and Environments If your spells or class features draw on elemental forces or the magic of the land, you might use a connection to giants to tap into that power. A druid belonging to the Circle
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
who were not born in the place. The native elves are boisterous, tempestuous, and ready to draw blood over the slightest insult or lapse of tradition. The plane’s beauty is both overpowering and
-meaning friends, then guarded or confined until Arvandor’s pull on the person wanes. Because of all these difficulties, many elves resist the urge to visit Arvandor and instead make a pilgrimage to the Feywild, which feels like a realm very similar to the home of their gods.