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Returning 35 results for 'temples of which were'.
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tempest of which were
temple of which were
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Temples A shrine devoted to the Blood of Vol requires only an altar and a means for collecting ritually spilled blood. Temples of the Blood of Vol are fortified structures, built to serve as
sanctuaries. In contrast to the Silver Flame, such temples are stark and functional. Temples include vaults or catacombs, designed to hold undead or to store corpses.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Temples A shrine devoted to the Blood of Vol requires only an altar and a means for collecting ritually spilled blood. Temples of the Blood of Vol are fortified structures, built to serve as
sanctuaries. In contrast to the Silver Flame, such temples are stark and functional. Temples include vaults or catacombs, designed to hold undead or to store corpses.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Temples In Aerenal, the temples of the Undying Court are step pyramids built from stone. In Khorvaire, shrines to the Court use imported Aereni densewood, a particularly tough lumber that grows only
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Temples Sovereign shrines arise where people feel the deities are close, such as a library for Aureon or a smithy for Onatar. The rites of Boldrei or Arawai typically occur in the wild, and a tavern
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Temples Temples and shrines of the Dark Six hide behind disguises. A cult of the Mockery might gather in a slaughterhouse, while a shrine to the Shadow remains concealed in the deep stacks of a
library. Dedicated temples are built from dark stone, with six doors and the Hexagram engraved in the floor.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Temples The nomadic Tairnadal elves don’t raise permanent temples. A Keeper of the Past marks a circle on the ground with their blade, and the space within becomes sanctified for the service.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Temples Fortresses of the Silver Flame are designed to serve as templar garrisons and to provide sanctuary against supernatural threats. Churches feature enormous arches and open spaces. The
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Temples Fortresses of the Silver Flame are designed to serve as templar garrisons and to provide sanctuary against supernatural threats. Churches feature enormous arches and open spaces. The
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Temples Temples and shrines of the Dark Six hide behind disguises. A cult of the Mockery might gather in a slaughterhouse, while a shrine to the Shadow remains concealed in the deep stacks of a
library. Dedicated temples are built from dark stone, with six doors and the Hexagram engraved in the floor.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Temples In Aerenal, the temples of the Undying Court are step pyramids built from stone. In Khorvaire, shrines to the Court use imported Aereni densewood, a particularly tough lumber that grows only
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Temples The nomadic Tairnadal elves don’t raise permanent temples. A Keeper of the Past marks a circle on the ground with their blade, and the space within becomes sanctified for the service.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Temples Cults meet underground, whether in caverns or sewers. Rural cults seek out places twisted by the powers of the plane of Xoriat (described in chapter 4) or Khyber.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Temples Cults meet underground, whether in caverns or sewers. Rural cults seek out places twisted by the powers of the plane of Xoriat (described in chapter 4) or Khyber.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Temples The nation of Adar in Sarlona is home to vast fortress monasteries devoted to the Path of Light. In Khorvaire, a mere handful of shrines appear in cities with large kalashtar communities
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Temples Sovereign shrines arise where people feel the deities are close, such as a library for Aureon or a smithy for Onatar. The rites of Boldrei or Arawai typically occur in the wild, and a tavern
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Temples The nation of Adar in Sarlona is home to vast fortress monasteries devoted to the Path of Light. In Khorvaire, a mere handful of shrines appear in cities with large kalashtar communities
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Temples of Extraction The so-called “Temples of Extraction” are profane laboratories that fuel Szass Tam’s schemes for ascending to godhood. Szass Tam and his closest associates have reshaped this
sector’s magic to collect the divine essence of the Chosen of various deities. The Thayan regent believes that this essence may be the key to becoming a god. Locations in the Temples of Extraction are
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Temples of Extraction The so-called “Temples of Extraction” are profane laboratories that fuel Szass Tam’s schemes for ascending to godhood. Szass Tam and his closest associates have reshaped this
sector’s magic to collect the divine essence of the Chosen of various deities. The Thayan regent believes that this essence may be the key to becoming a god. Locations in the Temples of Extraction are
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Temples and Shrines Every major religion has outposts in Sharn. A number of sacred sites draw pilgrims to the city from across Breland and Khorvaire. Priests don’t usually sell their services
; temples are places for worship and spiritual guidance. The Sovereign Host is the dominant religion of Breland, represented by shrines and small temples throughout the city. The Pavilion of the Host in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Temples and Shrines Every major religion has outposts in Sharn. A number of sacred sites draw pilgrims to the city from across Breland and Khorvaire. Priests don’t usually sell their services
; temples are places for worship and spiritual guidance. The Sovereign Host is the dominant religion of Breland, represented by shrines and small temples throughout the city. The Pavilion of the Host in
Spells
Player’s Handbook
appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guildhalls, and other important places have permanent teleportation
Classes
Player’s Handbook
associate themselves with temples dedicated to the deity or other immortal force that unlocked their magic. Harnessing divine magic doesn’t rely on specific training, yet Clerics might learn
Monsters
Heroes of the Borderlands
);{"diceNotation":"2d8+4","rollType":"heal","rollAction":"Healer's Touch"} Hit Points.A curate earns a special connection to the divine through service to shrines and temples. This devotion endows these spiritual leaders with the power to heal injuries, repel evil, and raise the dead.
Monsters
Journeys through the Radiant Citadel
from—some are lethargic while others are wild and reckless.A Riverine’s Lair
Some riverines enjoy reverence akin to worship. Their likenesses are cast as statues and housed in temples
, and worshipers act as agents between the river spirits and the people who revere them. These temples often become the home of the riverine itself, serving as its lair, though other nexuses of power
Monsters
Ghosts of Saltmarsh
bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly
Monsters
Eberron: Rising from the Last War
the Dead. They guard the temples of the Undying Court and the mansions of the noble lines of Aerenal, and Aereni ambassadors are often accompanied by undead bodyguards. Undying soldiers wear heirloom
Monsters
Mordenkainen Presents: Monsters of the Multiverse
often rely on eidolons, ghostly spirits bound to safeguard a sacred place. Forged from the souls of those with unwavering devotion, eidolons stalk temples and vaults to ensure that no enemy defiles
Monsters
Waterdeep: Dragon Heist
of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows
Monsters
Storm King's Thunder
to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be
Monsters
Waterdeep: Dragon Heist
damage on a failed save, or half as much damage on a successful one.Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold
Monsters
Mythic Odysseys of Theros
":"piercing"} piercing damage.The first bronze sables were presented to Karametra as a gift by Purphoros to serve primarily as guardians in Karametra's temples. But as others have been created, some have
Monsters
Mordenkainen Presents: Monsters of the Multiverse
temples and vaults to ensure that no enemy defiles, damages, or plunders these sites. If an enemy sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house its
Circle of Stars
Legacy
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Classes
Tasha’s Cauldron of Everything
underground temples— any construction durable enough to protect the circle’s sacred knowledge even against a great cataclysm.
Monsters
Mythic Odysseys of Theros
memories into the ancient stone, covering their territories with intricate reliefs and massive statues of bygone ages. Some linger near ancient temples and palaces, ruins they once raised to the gods or
Monsters
Fizban's Treasury of Dragons
lairs, temples to Tiamat, or other sites associated with the dragons they love.
Dragonflesh Grafters
Dragonflesh grafters practice forbidden rituals and risky experiments on themselves, modifying