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Returning 17 results for 'some gods pierce'.
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some gods peace
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Classes
Player’s Handbook
renewal. Some of these gods are identified with the sun or as charioteers who guide the sun across the sky. Others are sentinels who pierce deception. Some are deities of beauty and artistry who teach that art is a vehicle for the soul’s improvement.
the power of their deities’ discerning vision, charged with chasing away lies and burning away darkness.
The Light Domain is associated with gods of truth, vigilance, beauty, insight, and
Light Domain
Legacy
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Classes
Player’s Handbook (2014)
, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every
Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and beauty
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
The Aether Kindred After the Aetheric War, the Kindred seemed to disappear. It’s believed these horrors slept deeply after destroying so many of the gods, possibly requiring rest to heal from their
they may one day wake to take revenge on the rest of the gods’ creations. Spellcasters who wield either arcane or divine magic may draw their power from the Aether Kindred. One horrifying theory suggests
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every
Light Domain Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every
Light Domain Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of most other creatures. Some make their abodes in cloud-top castles so high that flying dragons appear as specks below. Others live atop mountain peaks that pierce the clouds. Some occupy palaces
troves of lore utterly forgotten.
Kings will rise and fall, wars will be won and lost, and good and evil will wrestle in conflict. Storm giants have watched these events in the manner of mortal gods over
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of most other creatures. Some make their abodes in cloud-top castles so high that flying dragons appear as specks below. Others live atop mountain peaks that pierce the clouds. Some occupy palaces
troves of lore utterly forgotten.
Kings will rise and fall, wars will be won and lost, and good and evil will wrestle in conflict. Storm giants have watched these events in the manner of mortal gods over
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods
of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.
Level 3: Disciple of Life When a spell you cast with a spell slot restores Hit
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
itself relies on the positive energy associated with this domain, so a Cleric of almost any religious tradition might choose it. This domain is particularly associated with agricultural deities, gods
of healing or endurance, and gods of home and community. Religious orders of healing also seek the magic of this domain.
Level 3: Disciple of Life When a spell you cast with a spell slot restores Hit
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
acquaintances. This effect doesn’t pierce magical disguises or false identities. Life of the Party. Music and merriment pervade the town. Flowers and trees bob to the beat, and small birds and sentient
illuminated by glowing fungi. To keep each celebration fresh, the Seven Spiritors maintain a constantly evolving list of special guests, renowned and infamous entities from across the multiverse. Many gods
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
acquaintances. This effect doesn’t pierce magical disguises or false identities. Life of the Party. Music and merriment pervade the town. Flowers and trees bob to the beat, and small birds and sentient
illuminated by glowing fungi. To keep each celebration fresh, the Seven Spiritors maintain a constantly evolving list of special guests, renowned and infamous entities from across the multiverse. Many gods
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. God-Watched Gates These rooms house shrines dedicated to gods of the drow pantheon. The 20-foot-high vaulted ceilings are obscured by thick webs. 9a. The Elder Eye A 20-foot-diameter hemisphere of
magical darkness blots out much of this room and conceals a locked double door to the south. Neither light nor darkvision can pierce the inky darkness. A successful dispel magic spell (DC 18) ends
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. God-Watched Gates These rooms house shrines dedicated to gods of the drow pantheon. The 20-foot-high vaulted ceilings are obscured by thick webs. 9a. The Elder Eye A 20-foot-diameter hemisphere of
magical darkness blots out much of this room and conceals a locked double door to the south. Neither light nor darkvision can pierce the inky darkness. A successful dispel magic spell (DC 18) ends
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
–84 An old goblin offers to pierce your ears or nose for 5 copper crowns. She claims, "It will be painless. I know magic!" 85–86 A figure in red robes preaches, "The Last War was not the last! As long
your gods." 10–12 An elf riding a pegasus with bulging saddlebags asks you for directions to the Aurora Gallery. 13–15 Two drunk dwarves pass a bottle of spirits back and forth and sing a bawdy song
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
–84 An old goblin offers to pierce your ears or nose for 5 copper crowns. She claims, "It will be painless. I know magic!" 85–86 A figure in red robes preaches, "The Last War was not the last! As long
your gods." 10–12 An elf riding a pegasus with bulging saddlebags asks you for directions to the Aurora Gallery. 13–15 Two drunk dwarves pass a bottle of spirits back and forth and sing a bawdy song
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
is only vulnerable from a single direction. A3. Machine Chamber Two massive stone pillars thread holes in the floor and ceiling of this vast chamber. Stone crossbeams pierce the pillars to form spokes
with etchings of funerary rites in honor of Moradin (150 gp), and an immovable rod. A9. Tombs Gigantic stone doors covered in twin reliefs of dwarven gods in profile loom fifteen feet high. The dwarven
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
is only vulnerable from a single direction. A3. Machine Chamber Two massive stone pillars thread holes in the floor and ceiling of this vast chamber. Stone crossbeams pierce the pillars to form spokes
with etchings of funerary rites in honor of Moradin (150 gp), and an immovable rod. A9. Tombs Gigantic stone doors covered in twin reliefs of dwarven gods in profile loom fifteen feet high. The dwarven