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Dungeons & Dragons Feats and Lore General

Flowering Knight

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Dungeons & Dragons is a fantasy tabletop role-playing game created in 1974 by Gary Gygax and TSR, though the game would later be acquired by Wizards of the Coast in 1997. The game was derived from miniature wargames, though it would end up being recognized as the beginning of modern role-playing games as well as the RPG industry. As of now, the game is currently on its 5th edition.

This general is for feats and lore regarding the multiple official settings published by either TSR or Wizards of the Coast, and through the multiple editions the game has been through. Do keep in mind that each edition comes with many mechanical changes, in which the lore of many of the official settings are changed somewhat to represent (especially with 4th edition). There's also a fair amount of crossover settings (mostly with Magic the Gathering) but lets try and stick to mostly original settings.

Official D&D Settings (that are worth talking about):
Blackmoor
Dark Sun
Dragonlance
Eberron
Exandria
Forgotten Realms
Ghostwalk
Greyhawk
Mystara
Nentir Vale
Planescape
Ravenloft
Spelljammer

When D&D was transitioning from 3.5e to 4e, Paizo Publishing (who previously worked on the Dragon magazines) created Pathfinder, which was basically a free version of 3.5e with houserules that became massively successful, and is currently on its 2nd edition. Due to its history with D&D (as well as it being basically the same game), discussion of Pathfinder, as well as its main setting, Golarion, is also permitted here.
 

Flowering Knight

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I'll post more stuff later. Will probably focus on content from 3rd or 4th edition since there's a ton of crazy shit that's overlooked in both of them.
 
Deer Lord from NF did a bunch of threads and blogs for Dungeons & Dragons, mostly for Forgotten Realms and some from Exandria via Tal Dorei.

Respect Thread:

Blogs:
 
Van Richten's Guide to Ravenloft 5th Edition - The Mist in Ravenloft drag Adventurer’s from anywhere in the multiverse/setting and other demiplane



Van Richten's Guide to Ravenloft 5th Edition - Attempting to use Spells such as Wish, Astral Projection, Plane Shift, and Teleport to escape from Ravenloft also refer as the Domain of Dread or Land of Mists simply do nothing.

Van Richten's Guide to Ravenloft 5th Edition - Ezra the God of the Mists is known for her ability to manipulate the Mists. She could be the manifestation of the Dark Powers in Ravenloft.
 
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Van Richten's Guide to Ravenloft 5th Edition - Darklords such as Strahd use Dark Powers that allows them to manipulate anything such as life, death, and reality within their domain. The Mist is the manifestation of the Dark Powers will via Strahd’s will.




Van Richten's Guide to Ravenloft 5th Edition - Anyone who dies in Ravenloft their souls become trapped within the Mist and can’t pass onto the afterlife. If they’re brought back to life their souls are still trapped within the Mist.
 
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Flowering Knight

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In the Nentir Vale, Undying Warriors are fighters who cannot permanently die; they always come back to life shortly after. Though each time they die, the time it takes between their resurrections increases, up to a day.



Further more are Demiurges: psionics who go on to create their own universe, complete with their own gods.
 

Flowering Knight

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3rd Edition (which has no 'main setting', other than what seems to be a variant of Greyhawk) gives us, among many things, the Book of Vile Darkness (the sourcebook, not the in-universe artifact). One of the things this book brought us was Warp Touch, a supernatural disease made from raw chaos and dissolution. The most direct way to inflict Warp Touch is through the Warpsword, a magic greatsword that inflicts the disease on whatever it hits. Warp Touch is notable in that, while random, it carries several effects that would be absolutely broken in a versus setting.
 
Faiths & Avatars 2nd Edition - Powers and abilities of deities in Forgotten Realms setting. They have all sorts of abilities like immortality/resurrection, telepathy, teleport through space and time on anyway plane of existence, grant powers, they can every single spell, shapeshift, precognition/clairvoyance, warp reality, manipulate life and death, create multiple avatars, resistance to magic, immune to death magic, disintegration, energy drain, life drain, and psionic abilities (from mortals or divine beings of a low rank)


Greater Deities are the most powerful rank of deity worshiped by mortals. Here are their powers and limitations.

Intermediate Deities a type of deity who was less powerful than a greater deity. They were, however, above lesser deities, demigods, and dead powers in the ranking of powers. Here are their powers and limitations.


Lesser Deities are a type of a deity who embodies in planes and are was less powerful than a intermediate deity. Here are their powers and limitations.

Demigods are mortals who earned divine status and powers. They are the least powerful of the previous deities. Here are their powers and limitations.

Avatars are physical manifestations of deities and they can have multiple of them. They are significantly less powerful than their true form. Here are their powers and limitations
 
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Flowering Knight

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Abominations are nigh-immortal monsters that have a spark of godhood within them. By default, this gives them regeneration, telepathy, the ability to see through illusions, various resistances, and immunity to transmutation and mind manipulation. But for this specific post, we'll be looking at the Phane: an abomination that also happens to be one of the more broken monsters in the D&D cosmology.



While other abominations are typically sealed away somewhere, Phanes aren't really sealed so much as they are located so far back or forward in time that time itself has no meaning. In addition to being intangible, they are experts at manipulating time, capable of permanently locking opponents into suspended animation with their stasis touch, and can fire energy blasts comprised of space-time. Additionally, creatures temporally frozen by a Phane's stasis touch have their futures stolen by the Phane, causing them to age 1 to 4 years every six seconds, healing the Phane all the while, and those who die from this effect fall out of static time.

A Phane is also capable of summoning duplicates of others from parallel alternate pasts, albeit slightly less experienced (and therefore weaker) than the original. Said duplicate also serves the Phane loyally.

Additionally, Phanes also have a null time field, which is to say that anything nearby a Phane must make a save to act, else they be locked in a static time stream, which can also be combined with a Phane's stasis touch. With spells it can stop time, teleport, and trap souls. They are also capable of going both backward and forward through time, as well as slow down opponents



Physically it should be similar to other abominations, most notably Phaethons, which are hot enough to act as the cores of planets. So somewhere around multi-continental+, probably.
 

Flowering Knight

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Was looking through some old 3.5 books (because it's got so much soul) when I found this spell.



So clerics and wizards, in addition to all the hax they normally have, can straight up remove intangibility, thus opening the doors for more hax.

Shouldn't even be surprised though, this was the caster edition.
 
All undead type creatures in D&D are immune to all mind-affecting spells and abilities, such as charms, compulsions, phantasms, patterns, and morale effects. They're also immune to poison, being put to sleep, paralysis, stunning, diseases, instant death effects, fatigue, and exhaustion. In 3e, they're immune to non-magical damage, while in 5e, they take half-damage. They do not need to breathe, eat, or sleep. Negative energy via necrotic damage such as inflict spell can heal undead creatures. Necrotic damage withers matter and even the soul. It is possible to bring undead creatures back into living creatures before becoming undead.


Vampires have multiple forms and abilities. They can regenerate, turn into a bat, a dire bat, a wolf, a dire wolf, and a gaseous mist form. Vampires can climb surfaces like a spider, drain energy and blood to heal, summon a swarm of rats, bats, and a pack of wolves. They can dominate will/minds with their eyes and create vampire spawns if slained by being drained of their energy or blood.

They have weaknesses like if someone is holding a mirror or a holy religious symbol, they cannot touch or attack them. Being exposed to direct sunlight will disorientate them and eventually be utterly destroyed. Being immersed in running water like water with a natural current such as the ocean, a lake, a river, etc, will hurt them and eventually destroy them. Driving a wooden stake through their hearts render them inert like a normal corpse, and they become vulnerable to normal attacks. They can't enter private buildings unless invited.
 


Besides being a powerful vampire, Strahd is also a powerful Necromancy Wizard Fighter. He most likely knows every single Wizard spell throughout his 400 years. He has all sorts of abilities like life and death manipulation, reality-warping, mind manipulation, probability manipulation, creating illusions, can inflict all kinds of diseases, dispel/nullify magic, time and spatial manipulation, BFR, sealing, soul manipulation, and can harm non-corporeal beings.

A level 15 Wizard can cast spells like Control Weather within a 5-mile radius to however they want, like torrential rain, thunderstorms or a blizzard, and level 17 Wizards can cast Meteor Swarm that can destroy towns and cities and warp reality with Wish. As a Necromancer, Strahd invented better and unique undead variants, giving his skeleton army the ability to see through invisibility and magic resistance. He can create his custom spells in the 2nd Edition.


Strahd differs from standard vampires such as having magic armor, resistance to energy attacks, undetectable, has no aversion to garlic or mirrors, characters can't keep him from touching them or attacking them with mirrors or holy religious symbols, he can enter any building in Barovia whether he is invited or not. He can transform into a werebat or a werewolf-like feral form.

Wizard’s who study Necromancy learn to manipulate the energy that animates all living things. They can sap the life force from any creature and heal themselves, even if they cast spells that aren’t Necromancy. Also, bring any other undead under their control.


Here are some abilities from the Neverwinter video game.
Castle Ravenloft Guide – Guides and Stuff


Has the ability to create duplicates of his enemies.

A notable magic item that Strahd has in his possession is Dayheart which makes him immune to sunlight and can share it with his vampire spawns.

Another one is Heart of Sorrow hidden inside his castle, which transfers his damage to Heart of Sorrow.

 
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Spellcasters can use Anger of the Noonday Sun to create an explosion of ultraviolet light, and Moonfire uses fiery moonlight that requires saving throws to dodge. Low-level creatures and monsters can react and dodge these spells.

Level 7 Monks and Rogues in 5e have Evasion skill that makes them capable of dodging lightning or massive explosions.

Ancient Dragons can burn down cities and towns to the ground with their breath attacks and control the weather inside their lairs.

Level 9 spell Apocalypse from the Sky can level forests, tumbling mountains, and wipe out entire populations in a 10-mile radius. A Young Dragon's breath weapon in 3e is 6d10 damage, and Apocalypse from the Sky does 10d6 damage. So their full total of damage would be the same.
https://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon/chromatic-red/young-red-dragon/

Level 8 spell Earthquake can cause fissures and change the terrain massively.

Level 7 spell Control Weather in 3e can cause different effects depending on the session, while the 8th level spell in 5e can change the temperature and manipulate the precipitation and wind anyway. Ranging from violent tornadoes, thunderstorms, and blizzards.

A legendary creature, Elder Tempest, can cast those spells or naturally affect the weather. In addition, they have a large Living Storm that follows them at all times.

Krakens can wipe out island populations over time.

The demon lord Eltab, being summoned by his cult/servants, brings along parts of his home, the Abyss over 500 feet in diameter, creating little islands.

These epic level spells, Ice Age and Global Warming can alter the weather from 20 to a 100-mile radius. Volcano spell can raise a small active volcano.

Any creature that counts as legendary get Legendary Actions, which is probability manipulation. Like if they fail to dodge something like an explosion or fail to resist something, they can choose to succeed instead. Though saying they can use this ability to dodge anything surpassing their speed is a NLF.
 

Flowering Knight

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Some potential FTL feats found in 4e.

Warlocks are capable of forming pacts with stars, and are able to call upon the powers of said stars.


This is further supported by warlocks being able to call down beams of sunlight from as early as level 3. It even provides benefits for Star pact warlocks, which pairs well with the implication that this originates from another star.


Sorcerers are also capable of casting similar spells. The spell in question is also capable of being amplified if the sorcerer in question is a cosmic sorcerer. For context, sorcerers gain their powers (at least in 4E) through an instinctive or innate connection to a specific source of power.



Context on cosmic sorcerers.



A small but important detail about the latter spell is that it can't be avoided via reflex, but will. Despite this, there are still certain abilities that could let characters react to the beam outright.

(Context on the 'square' term: 4E replaced all instances of conventional distance with 'squares', but for all intents and purposes it should still be the same as other entries, and therefore 1 square=5 feet)




Pretty sure these feats should scale to just about everyone.
 

Atem

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Do we treat the video-game adaptations as separate canons? Since they tend to deviate a lot from the source books.

Anyway, some things from Planescape: Torment.

On the Siege Tower, and the Blade of the Immortal. How the Nameless One can only be killed by it, and only in a specific location. Namely, the negative material plane.


It also clarifies that Entropy is currently more powerful than the multiverse, and it wishes to destroy the multiverse before it grows powerful enough to face it.

Also, once again it's made clear that through sheer belief the Nameless One can circumvent his immortality and erase himself from existence.


Which again besides the Blade of Immortal is the only thing that can bring an end to him permanently, and in the former case the magics behind his immortality have to be weakened by the negative material plane first.

Oh, and the planes were dying ever since because of the actions of the first incarnation and his immortality.


Ravel was not only powerful enough to cast the magic behind the spell that made the first incarnation immortal. She was also powerful enough to destroy the Sigil, and was only stopped by the Lady of Pain mazing her.


Ravel gets beaten effortlessly by the Nameless One, and then afterwards the Transcendent One kills her after she was playing dead.

 

Atem

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Also, some Pathfinder: Wrath of the Righteous stuff.

Once again the campaign it's based on deviates drastically from the one it is based on so this probably only applies to the video-games. I mean Camellia doesn't exist, and she murders a major character in it early on. Areelu's motivation is fleshed out, and she is not a cartoon villain like she was in the books. Ember is the one responsible for Our Lady in Shadow becoming the Redeemer Queen. They basically rewrote the whole campaign.

 
Do we treat the video-game adaptations as separate canons? Since they tend to deviate a lot from the source books.
I always thought that since D&D and Pathfinder have such a big massive multiverse any form of media would be considered canon.

 
Here are the Gods of the Multiverse from Forgotten Realms, Greyhawk, Dragonlance, and Eberron.




Gods from the Greek pantheon, Celtic pantheon, Egyptian pantheon, and Norse pantheon exist in D&D.




Planes of existence and the cosmology for all worlds of D&D.



 
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Here is a more in-depth of Dragonlance’s gods, the creation, and the cosmology. The first two gods were the High God, who brings order, and Chaos, who brings chaos. Both of them created the multiverse of Dragonlance. You have the three children of the High God, who are embodiments of the three alignments. Paladine the leader of the Good alignment, Gilean the leader of the Neutrality alignment, and Takhisis the leader of the Evil alignment.
(http://imgur.com/a/Kjth3mi)