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Returning 35 results for 'starting of realms darkness verdan'.
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sharing of realms darkness verdan
staring of realms darkness verdan
Meazel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
feet of it, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the
Shadow Stealth. While in dim light or darkness, the meazel can take the Hide action as a bonus action.Garrote. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
classes
Tasha’s Cauldron of Everything
The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight
venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.
Twilight Deities
Example Deity
Pantheon
Boldrei
Eberron
Celestian
Greyhawk
Dol
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or
darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied
classes
Tasha’s Cauldron of Everything
The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight
venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.
Twilight Deities
Example Deity
Pantheon
Boldrei
Eberron
Celestian
Greyhawk
Dol
Drow
Legacy
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Species
Player’s Handbook (2014)
, learn to conjure forth both light and darkness. Your kin tend to have stark white hair and grayish skin of many hues.
The cult of the god Lolth, Queen of Spiders, has corrupted some of the oldest
drow cities, especially in the worlds of Oerth and Toril. Eberron, Krynn, and other realms have escaped the cult’s influence—for now. Wherever the cult lurks, drow heroes stand on the front lines in the war against it, seeking to sunder Lolth’s web.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
sunlight, these hounds are usually met as a pack. Some faiths devoted to deities of gloom and night, such as that of Shar in the Forgotten Realms, perform unholy rites to summon shadow mastiffs to work
from Nonmagical Attacks while in Dim Light or DarknessShadow Blend. While in dim light or darkness, the shadow mastiff becomes invisible, along with anything it is wearing or carrying. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede the drow’s darkvision.
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the
Sword attacks. One of the attacks can be replaced by a Hand Crossbow attack. The drow can also use Spellcasting to cast darkness.
Shadow Sword. Melee or Ranged Weapon Attack: +9;{"diceNotation":"1d20+9
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede the drow’s darkvision.
Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the
Sword attacks. One of the attacks can be replaced by a Hand Crossbow attack. The drow can also use Spellcasting to cast darkness.
Shadow Sword. Melee or Ranged Weapon Attack: +9;{"diceNotation":"1d20+9
Magic Items
Acquisitions Incorporated
This delicate and exquisitely crafted clockwork orrery features multiple geared components whose sweeping hands and dials represent the complex interplay of planar and magical realms. Standing two
. But Lottie soon realized that her creation was far more powerful than she had intended. As it tapped into planar magic, the orrery began to manifest the darkness and malevolence inherent to some of the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
each: darkness, faerie fire, levitate (self only)Parry. The drow adds 3 to its AC against one melee attack roll that would hit it. To do so, the drow must see the attacker and be wielding a melee
effective leaders in battle.
Among Lolth’s devotees in the city of Menzoberranzan in the Forgotten Realms, each noble house entrusts the leadership of its military forces to a house captain, who
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
no material components and using Charisma as the spellcasting ability (spell save DC 11):
At will: dancing lights, darkness
1/day each: confusion, faerie fireA draegloth is a demon created by an elf
mouth full of sharp teeth.
Among the drow noble houses of Menzoberranzan in the Forgotten Realms, a high priestess’s successful creation of a draegloth is seen as a sign of Lolth’s favor
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede the neogi’s darkvision.
Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can
long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulk;umber hulks and used them to build sleek, spidery ships capable of traversing the
Monsters
Spelljammer: Adventures in Space
Devil’s Sight. Magical darkness doesn’t impede the neogi’s darkvision.
Mental Fortitude. The neogi has advantage on saving throws against being charmed or frightened, and magic can
Material Plane, as well as on the Astral Plane and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulk;umber
Tortle
Legacy
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Species
The Tortle Package
related to a god and choose to worship that deity. In the Forgotten Realms, tortles are especially fond of Eldath, Gond, Lathander, Savras, Selûne, and Tymora. In the Greyhawk setting, they
Yondalla relate to tortles most of all.
Tortles believe that night and day watch over them and other creatures. The moon is the eye of night that watches over them in darkness, and the sun is the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
discern colors in that darkness only as shades of gray. Gift of the Svirfneblin. Starting at 3rd level, you can cast the disguise self spell with this trait. Starting at 5th level, you can also cast the
gnome. Size. You are Small. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
colors in that darkness only as shades of gray. Duergar Magic. Starting at 3rd level, you can cast the enlarge/reduce spell on yourself with this trait, without requiring a material component. Starting
. Size. You are Medium. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern
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
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Etizalan and begin their investigation there. You can use the “Tletepec Gazetteer” section at the end of this adventure as a starting point to detail the region. Forgotten Realms. The region of Tletepec
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
in the Forgotten Realms campaign setting, the Svalich Woods in Barovia, or Xen’drik in Eberron also make excellent starting points.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
uses when you finish a long rest. Channel Divinity: Radiance of the Dawn Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to
radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness. Light Domain Spells Cleric Level
Spells
1st burning hands, faerie fire 3rd
Compendium
- Sources->Dungeons & Dragons->Forgotten Realms: Adventures in Faerûn
major factions are detailed in Forgotten Realms: Heroes of Faerûn. Each adventure includes a starting situation, a hook to get the characters involved, and key encounters (including monsters from the
Adventures This chapter includes many adventures set in the Forgotten Realms. These adventures follow the format of the adventure examples in the Dungeon Master’s Guide. As in the Dungeon Master’s
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Fire Resistance. You have resistance to fire damage. Reach to the Blaze. You know the
produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without requiring a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
. You have resistance to acid damage. Amphibious. You can breathe air and water. Call to the Wave. You know the acid splash cantrip. Starting at 3rd level, you can cast the create or destroy water spell
with this trait. Starting at 5th level, you can also cast the water walk spell with this trait, without requiring a material component. Once you cast create or destroy water or water walk with this
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
your walking speed. Amphibious. You can breathe air and water. Control Air and Water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast the gust of wind spell with this
trait. Starting at 5th level, you can also cast the water walk 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. You
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
figure prominently in the story, at least one character should be able to speak and understand the Giant language. The adventure takes place in the Forgotten Realms, specifically in a region known as the
adventure, and describes its major challenges. Once you’ve reviewed this material and are ready to run the adventure, proceed with chapter 1, “A Great Upheaval,” if the characters are starting at 1st level, or chapter 2, “Rumblings,” if they are starting at 5th level.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Starting the Adventure The adventure’s default starting location is the city of Baldur’s Gate on the Sword Coast, in the Forgotten Realms setting. However, any large settlement will do. Possibilities
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Unending Breath. You can hold your breath indefinitely while you’re not
incapacitated. Lightning Resistance. You have resistance to lightning damage. Mingle with the Wind. You know the shocking grasp cantrip. Starting at 3rd level, you can cast the feather fall spell with
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Planes The various planes of existence are realms of myth and mystery. They’re not simply other worlds, but dimensions formed and governed by spiritual and elemental principles. The Outer Planes
are realms of spirituality and thought. They are the spheres where celestials, fiends, and deities exist. The plane of Elysium, for example, isn’t merely a place where good creatures dwell, and not
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students. Shadow Arts Starting when you
choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence
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->Journeys through the Radiant Citadel
. Characters traveling from the Radiant Citadel arrive near the Ruisenor Peaks, a few hours travel from Milpazul. You can use the “San Citlán Gazetteer” section at the end of this adventure as a starting point
dinosaurs into the mix, given the proximity of Valenar and the Talenta Plains. Forgotten Realms. This adventure could easily be placed on the edge of Anauroch, potentially along either the Graycloak
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Hunter’s Intuition. When you make a Wisdom (Perception) or Wisdom (Survival
) 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->Wayfinder's Guide to Eberron
light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Hunter’s Intuition. When you make a Wisdom (Perception) or Wisdom (Survival) 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 object spell with it. Once
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll a d4 and add the number rolled to the ability check. Shape Shadows. You know the minor illusion cantrip. Starting at 3rd
Level Spells
1st disguise self, silent image
2nd darkness, pass without trace
3rd clairvoyance, major image
4th greater invisibility, hallucinatory terrain
5th mislead