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Returning 35 results for 'shields of realms directly views'.
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Monsters
Planescape: Adventures in the Multiverse
. Each modron dutifully obeys commands from the rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone
modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.
Monsters
Planescape: Adventures in the Multiverse
dutifully obeys commands from the rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most
leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.
Monsters
Planescape: Adventures in the Multiverse
obeys commands from the rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most modrons
leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Psychic
Monsters
Planescape: Adventures in the Multiverse
from the rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most modrons are the lower
, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Lightning, Psychic
Monsters
Planescape: Adventures in the Multiverse
rank directly above it and in turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most modrons are the lower-ranked
, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.Lightning, Psychic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms
much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hopelessness.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment
’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These
Monsters
Mordenkainen Presents: Monsters of the Multiverse
-known planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these
realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures’ minds
Monsters
Mordenkainen Presents: Monsters of the Multiverse
planes of existence lie realms alien to mortal life. Some are so hostile that even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these
realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures’ minds
Monsters
Mordenkainen Presents: Monsters of the Multiverse
other creatures.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that
even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Monster Lore (p.5) The third paragraph has been replaced with the following: “The lore in this chapter represents the perspective of Volo and is mostly limited to the Forgotten Realms. In the Realms
and elsewhere in the D&D multiverse, reality is more varied than the idiosyncratic views presented here. DM, use the material that inspires you and leave the rest.”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
29. Eye See You! Hanging Shields. Sixteen old shields bearing emblems from long-forgotten human, dwarven, and elven realms hang on the north and south walls of this tunnel.
Scrying Eye. As the
Monsters
Fizban's Treasury of Dragons
university, but the students must travel to the dragon’s mountain lair for class.
Crystal Dragon Lairs
Crystal dragons seek out frigid, picturesque locations with clear views of the sky
dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon issues that isn’t directly harmful to the creature.
Ice
Monsters
Fizban's Treasury of Dragons
seek out frigid, picturesque locations with clear views of the sky above to build their lairs. Then, like gem cutters seeking the perfect diamond, they spend much of their lives refining, polishing
dragon issues that isn’t directly harmful to the creature.
Ice Passage. The dragon can open a passage through a wall of ice or snow that is up to 5 feet thick, creating an opening up to 30 feet
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
spark your imagination! The lore in this chapter represents the perspective of Volo and is mostly limited to the Forgotten Realms. In the Realms and elsewhere in the D&D multiverse, reality is more
varied than the idiosyncratic views presented here. DM, use the material that inspires you and leave the rest.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Modrons Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron dutifully obeys commands from the rank directly above it and in
turn acts as the superior to the rank directly below it, passing down commands from paragons of law to the lowliest monodrone. While most modrons are the lower-ranked base modrons—monodrones, duodrones
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Life in Djaynai and Janya The following truths are known to people who dwell in Djaynai or Janya, and to travelers who spend time in those realms. Those above and below the sea share similar cultures
and values, though Janya’s aquatic environment drives some differences. Education and Religion Both realms’ culture is tightly tied to Djaynai’s historical roots as an advanced, influential
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->Sword Coast Adventurer’s Guide
Wild Magic The Forgotten Realms has a long history of magical disasters and uncontrolled surges of power that alter creatures or the land itself. Whether caused by a Netherese wizard trying to become
sorcerers. This legacy often lies dormant for generations, then suddenly manifests under the right (or wrong) circumstances. These wild mages are more common recently in lands directly affected by the Spellplague, including Halruaa, Mulhorand, and pockets of Cormyr and the Sword Coast.
classes
Basic Rules (2014)
.
Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it
. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be
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->Monster Manual
manipulate groups, settlements, and whole nations in the Underdark and sometimes the surface world. Few creatures loathe beholders more than other beholders. Every beholder views itself as the physical
subterranean realms. Beholders are a particular threat to adventurers because both gravitate toward mysterious ruins and sites of great magic. Many beholders collect the magic items and petrified bodies of heroes they’ve defeated, displaying them as trophies.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Warlock Warlocks are relatively rare in Greyhawk, but as Iuz has ascended to power, he has begun to offer power directly to those who choose to serve him. Some of the other mysterious powers of Oerth
subvert folk among his enemies. He offers easy bargains and great power to those in the realms of Furyondy and Veluna who are willing to subvert those states from within. Some warlocks relish their role as turncoats, a few others turn against Iuz, and still others take his power and use it to their own ends.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, they have opinions and biases, and may be drawing conclusions from incomplete information. No one in the Realms knows everything about any subject, even its oldest and most learned sages, and the
views formed from such incomplete information can often suggest an inaccurate conclusion. This is not to say that any of the information the narrators provide is false, only that they may not be
classes
Tasha’s Cauldron of Everything
destruction unleashed by certain artificers’ creations.
In the Forgotten Realms, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often
artificer isn’t your initial class, here are the proficiencies you gain when you take your first level as an artificer: light armor, medium armor, shields, thieves’ tools, tinker’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
dragonmarked characters expendable and their personal goals inconsequential compared to the long-range views of the Chamber. A Chamber Arc The conflict between adventurers and the Chamber might unfold
distasteful to the characters or directly conflict with their other goals. Levels 11–16. The dragon monitoring the characters becomes convinced that the characters’ other activities are corrupting the Prophecy
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
adventures happen. Even if you’re using an established world such as the Forgotten Realms, your campaign takes place in a sort of mirror universe of the official setting where Forgotten Realms novels
back home to the large city over the hills, and now his niece runs the family business. That sort of change — one that has nothing to do with the adventurers directly, but one that they’ll notice
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, planes, and possibilities. Travel between incredible realms is common, especially via portal-rich locales like Sigil and the Outlands (detailed in this book). Adventurers are likely to see multiple
philosophies against one another and highlight subjective views. Situations might encourage characters to reexamine their beliefs in the face of plane-spanning philosophies, conflicts, and revelations
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject
direct or indirect access to other planes of existence. Plane shift and gate can transport adventurers directly to any other plane of existence, with different degrees of precision. Etherealness allows
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Patrons in the Realms The gods are far from the only forces at work in the Realms, and ambitious warlocks have many potential patrons able to offer them arcane power. The Archfey In the vast
wilderness of the Realms one can still find connections to the Feywild. These are fey crossings, places of mysterious natural beauty in the world that have a near-perfect mirror in the Feywild. You can pass
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Lanterns, as one would expect, serve the king of Breland, and he is their greatest advocate and ally. The king views loyalty as mutual: as long as an agent’s loyalty is irreproachable, Boranel is
King’s Shields protect the king and his closest family members and associates. The King’s Wands provide magical support to the other branches of the Citadel as well as other Brelish forces. Some Dark
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Cyric The Prince of Lies, the Dark Sun The worship of Cyric derives directly from the story of his ascension to godhood. Cyric was a mortal during the Time of Troubles and the key to how that
folk pray to Cyric when they want to do wrong but don’t want others to find out about it. “The Dark Sun,” originally one of Cyric’s epithets, has become a metaphor for strife in the Realms. “A Dark Sun
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
found throughout the D&D multiverse. In the Forgotten Realms, for example, the island of Lantan is home to many artificers, and in the world of Dragonlance, tinker gnomes are often members of this class
armor, medium armor, shields, thieves’ tools, tinker’s tools. Spell Slots. Add half your levels (rounded up) in the artificer class to the appropriate levels from other classes to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
their quest. Such a journey is the stuff of legend. Braving the realms of the dead, seeking out the celestial servants of a deity, or bargaining with an efreeti in its home city will be the subject
direct or indirect access to other planes of existence. Plane shift and gate can transport adventurers directly to any other plane of existence, with different degrees of precision. Etherealness allows