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Returning 35 results for 'starting of realm druids variant'.
Species
Lorwyn: First Light
Boggarts are Small, squat goblinoids found in the realm of Lorwyn-Shadowmoor. They possess bestial physical features, including horns and animal- like snouts. Beyond these commonalities, boggart
Druids. A Lorwyn boggart might alternatively find a calling as a Ranger, especially the Fey Wanderer subclass, or as a Wizard, especially the Diviner subclass, as boggarts have proven fond of
Monsters
Fizban's Treasury of Dragons
accept it.
Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them
fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumph;flumphs. These Aberrations, which oppose the depredations of mind
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
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
. Material goods, especially precious gems and gold, have little appeal to them. What use are such things when winter lingers and food runs short?
Natural Druids
Firbolgs have a talent for druidic magic
, typically those used to mask their presence, and many go on to master nature magic.
Firbolgs who become druids serve as stronghold leaders. With every action the tribe takes, the druids weigh not only
Monsters
Curse of Strahd
. He has good evidence to suggest that Strahd periodically hibernates in his coffin, sometimes for years, when all is quiet in the realm. While he bides his time, van Richten hides in plain sight with
as he can, starting with evil Vistani.
Man with a Plan. Van Richten doesn’t know that his former protégé, a good-aligned Vistana named Ezmerelda d’Avenir, has come to Barovia
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
Species
Mordenkainen Presents: Monsters of the Multiverse
Once members of a people who escaped servitude to mind flayers, githyanki split from their cousins, githzerai, and fled to the Astral Plane. In that timeless, silvery realm, githyanki honed their
psionic powers and built a great city called Tu’narath. They have since spread throughout the multiverse, starting in outposts outside the Astral Plane, called creches, where time passes and their
backgrounds
Van Richten’s Guide to Ravenloft
the mysteries you’re embroiled in are local crimes or realm-spanning conspiracies, you’re driven by a personal need to hunt down even the most elusive clues and reveal what others would
d8
Case
1
A friend was wrongfully accused of murder. You tracked down the actual killer, proving your friend’s innocence and starting your career as a detective.
2
You’re
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
Monsters
Fizban's Treasury of Dragons
their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don’t
young topaz dragon engages in repeated aerial battles with a young gynosphinx to determine territory. Both of them are secretly starting to enjoy the bouts.
2
A young topaz dragon found and ate a
classes
Player’s Handbook
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9 GP; or (B) 50 GP
Druids belong to ancient
orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.
Revering nature above all
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Shields Starting Equipment Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that
call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction. Revering nature above all
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->Wayfinder's Guide to Eberron
controller. The form that the device takes depends on the nature of its creator. The Ashbound druids despise unnatural magic, so a spell sink created by them might be a living artifact, such as a
twisted tree that consumes the magical energy around it. Conversely, a spell sink created by a mad artificer might be a massive vessel composed of dragonshards and exotic metals. A variant device called
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Medicine, Nature, Perception, Religion, or Survival Weapon Proficiencies Simple weapons Tool Proficiencies Herbalism Kit Armor Training Light armor and Shields Starting Equipment Choose A or B: (A
) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that call on the forces of nature. Harnessing the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Chapter 14: Yester Hill The druids who worship Strahd as lord of the land and master of the weather convene here, atop Yester Hill, on the very edge of Strahd’s domain. This hill is also where the
evil blights that walk the Svalich Woods are born, and where Strahd comes on occasion to glimpse his ancestral home. By day or night, stretching up to the limits of vision, the edges of my realm are
classes
Player’s Handbook
, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather
, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.
Warlocks view their patrons as resources, as means to the end of achieving magical
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Proficiencies When you gain your first level in a class other than your initial class, you gain only some of new class's starting proficiencies, as shown in the Multiclassing Proficiencies table
armor, medium armor, shields Druid Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Fighter Light armor, medium armor, shields, simple weapons, martial
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Circle of the Shepherd Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize
sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. Members of this circle become
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
clearing 5 miles upriver from Djaynai. If you wish to further detail these lands, use the “Djaynai and Janya Gazetteer” section at this adventure’s end as a starting point. Forgotten Realms. Djaynai
could lie among the Nelanther islands or be a new island realm in the Trackless Sea. Greyhawk. Consider setting Djaynai along the coast of Hepmonaland or as an influential land anywhere along the Azure Sea.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Variant Half-Elf: Mark of Storm If your half-elf character has the Mark of Storm, the following traits replace the half-elf’s Ability Score Increase and Skill Versatility traits in the Player’s
involving navigator’s tools, you can roll a d4 and add the number rolled to the ability check. Storm’s Boon. You have resistance to lightning damage. Headwinds. You know the gust cantrip. Starting at 3rd
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Variant Half-Orc or Human: Mark of Finding If your half-orc or human character has the Mark of Finding, the following traits replace the character’s racial traits in the Player’s Handbook, aside
) check, you can roll a d4 and add the number rolled to the ability check. Finder’s Magic. You can cast the hunter’s mark spell with this trait. Starting at 3rd level, you can also cast the locate
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
that the device takes depends on the nature of its creator. The Ashbound druids despise unnatural magic, so a spell sink created by them might be a living artifact, such as a twisted tree that
consumes the magical energy around it. Conversely, a spell sink created by a mad artificer might be a massive vessel composed of dragonshards and exotic metals.
A variant device called the spell siphon
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Ship-to-Ship Combat The following rules are designed to make ship-to-ship combat simple yet exciting. Starting Distance At the start of an engagement, the DM decides how far a ship is from its
enemies. Three possibilities are provided in the Starting Encounter Distance table. The shorter the distance, the less time crews have to load weapons and make other preparations. Starting Encounter
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Circle of the Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or
additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Variant Human: Mark of Handling If your human character has the Mark of Handling, the following traits replace the human’s Ability Score Increase trait in the Player’s Handbook. Ability Score
either spell with this trait, you can’t cast that spell with it again until you finish a short or long rest. Wisdom is your spellcasting ability for these spells. The Bigger They Are. Starting at 3rd
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Variant Half-Elf: Mark of Detection If your half-elf character has the Mark of Detection, the following traits replace the half-elf’s Ability Score Increase and Skill Versatility traits in the
. Starting at 3rd level, you can also cast the see invisibility spell with it. Once you cast any of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. Wisdom
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Eldeen Characters Druidic traditions are important to the people of the Eldeen Reaches. Even if you’re not a druid, you may follow one of these five paths. As a variant human, you could take the
fey creatures. Bards and archfey warlocks are often found among the Greensingers, and the Circles of Dreams works well for Greensinger druids. The Gatekeepers protect the natural world from unnatural
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
becoming members of the Mages of High Sorcery (see chapter 1). “Scales of War” reveals the mysterious draconians. Before starting the adventure in chapter 3, review the encounters here and choose one or
Characters “Broken Silence” Clerics, druids, paladins, and other characters with god-given powers “Eye in the Sky” Sorcerers, warlocks, wizards, or others seeking membership in the Mages of High
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
starting point. Forgotten Realms. Yongjing could be the capital of any nation east of the Sunrise Mountains or of a new island realm in the Trackless Sea. Alternatively, lands such as Chessenta
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
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
appendix B. Chapter 2, “The Lands of Barovia,” provides an overview of the realm and includes special rules for it and its people, including the mysterious Vistani. Chapters 3–15 detail areas that
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Githyanki Once members of a people who escaped servitude to mind flayers, githyanki split from their cousins, githzerai, and fled to the Astral Plane. In that timeless, silvery realm, githyanki honed
their psionic powers and built a great city called Tu’narath. They have since spread throughout the multiverse, starting in outposts outside the Astral Plane, called creches, where time passes and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Circle of Dreams Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes
for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
properties that linger in each. Blackroot A gigantic evil Treant called Blackroot roots amid the stone circles of an ancient order of druids. Blackroot hoards the druids’ magic and protects its glade
Arak lies a hidden realm of the fey. The goodly Queen Maeve and wicked Prince Loht jointly rule their people. The fey resent the surface folk for ancient slights. Nobody’s Inn Fey creatures avoid this