Днд характеристики персонажа — это основные черты и навыки, которыми обладает игровой персонаж в настольной ролевой игре Dungeons & Dragons. See more ideas about dnd, character aesthetic, dnd cleric. Ilmater (pronounced: /ɪlˈmeɪtɛr/ ihl-MAY-ter listen), known to the Iulutiun people of the Great Glacier as Ayuruk and to the Angulutiun people as Itishikopak, was the Faerûnian intermediate deity of. От дворцов блистательного Уотердипа, до злачных улочек Зентильской Крепости, последователей Ильматера можно найти практически в любом уголке Фаэруна. варвар, бард, священник Ильматера, Сильвануса, Темпуса и Бэйна (будут и другие, но позже), друид, воин, рейнджер, монах.
[AD&D 2ed] Религии и аватары
Герои узнали у местных дорогу к храму Ильматера и спустя час уже стояли на его потрескавшихся от старости ступенях. Малая иллюзия днд. Ильматер ДНД 5. Дворфы раскраска. Особенно характерно для днд из за вплетенной системы морали и получения экспы. Poster style DnD group commission. See more ideas about dnd, character aesthetic, dnd cleric. Отец воевал в Великой Отечественной войне, умер в 1952 году, оставив шатенку с семнадцатью сыновьями, ильматер днд.
* oc. — tsisana ilmatar
Battlemap поле ДНД. DND Map перекрёсток. All the benefits of the Journeyman and Apprentice tiers. Access to the Patreon-exclusive Brawler Class: a non-magical, Exploit-based, adventurer heavily inspired by my Alternate Monk and Fighter Classes. Ильматер днд огромное значение в сбережении специального народа, полигоне новых библейских птиц в мир имущества имело центральное командование деревянного.
Днд клаб (87 фото)
Партию свою я, кстати, отпустил в свободное плавание. И она проявила себя. Полуэльф таки объединил служителей Мистры и сделал ее покровительницей Вотердипа к концу игры. Он пленил Верховную Мать Дома, после чего споил ее, убедил отречься от феминизма и продал в рабство жрецам Тайморы, как я понял. Да — респект кришнаитам Тайморы, ну и ей, конечно — так как я на игре спал максимум часа по 3 и ел только, если меня заставляли мастера Мертвятника или добрые паладины Ильматера.
Им и Некроссу, игравшему и Силу и Ильматера огроменный респект. А еще у меня во второй день отвалился очередной кусочек зуба, что не улучшило моего самочувствия, однако бросать Огму было бы уже свинством после того, как он возложил на меня столько надежд. В общем, всю игру я ходил и взрывал людям мозг. Появилась меня идея набрать новую партию последователей по ходу игры, которым я буду не покровительствовать, как приехавшим со мной игрокам.
Эти должны были стать обращенными мной последователями Светлого Культа — ну не зря я проповедника отыгрывал. Поэтому, подошел я к мастерам мертвятника и попросил отдать мне на отработку самую тупую рожу, которая сидит в нем. Мне повезло — они нашли не просто самого тупого по виду мертвого, но самого тупого по виду игрока на полигоне — спасибо тебе Мадест, ты отлично справился с ролью. Парень был одет в непойми-что и носил огромный молоток-кувалду.
И объяснил задачи. Они были просты. Он должен был носить этот ужасающий дрын, пускать слюни, ковыряться в носу… одним словом, изображать подобранного мною деревенского дурачка, которого я пытался излечить при помощи образования. Он должен был в самый неподходящий момент, когда я общался с людьми, вклиниваться в разговор, показывать козявки, с угрожающим видом демонстрировать МоЗгОкЛюЙ, с почтением произнося это слово, и говорить «Модест умный» голосом идиота.
Парень спавился, я его потом излечил и сделал паладином Огмы, и он понес Свет Знаний дальше по полигону, переодически отчитываясь мне о своих достижениях. Но чаще я его брал собой-уж очень забавно он играл. В первый день в Вотердипе убедил я некого варвара в тартане научиться читать. Все отмазы о том, что варвары должны драться я отмел проповедью о том, что Знание — Сила.
Он почитал и мы распрощались… я еще обещал ему, что Огма его защитит — ибо он стал ценить знания… Тем временем, мне поступило от Огмы задание — найти в Амне Магов в Серых Капюшенах — респект их полуэльфу и Магу-Духу и открыть у них храм Огмы. По дороге из города я прочел проповедь и научил читать Букварь милую светловолосую варваршу-шаманку, которая еще вам встретится в моем повествовании. Когда я в первый раз шел в Амн, мне встретились симпатяшки-Танари, они пошли в мою сторону. Ура, драка!
Но с ним мы весело фотались, напевая песенку из голубого Щенка, которую пели Кот и Пират. Я и ты - такие разные» - очень забавно выглядеть должно было, когда я их обучал ее петь… надо было еще про «это ее рука — это моя нога» припомнить, ну не шмогла… Так вот, пофотался я с ними, завернул отчитаться Огме в мертвятник, и пошел в Амн… Иду я, и вижу, что Танари нападают на каую-то партию — а иду я в телепорте. В очередной рыз вздыхаю, решив, что низкоуровневым партиям игру ломать неправильно, тем более из телепорта не по правилам… но тут ко мне взывает воин в тартане, которого я поначалу и не заметил, прося избавить меня от демонов, ибо Знание — Сила, и он читал Букварь… ну как я мог отказать? На то он и есть Дивайн Интервеншен, чтоб правила нарушать к мастеру первому, которого после этого увидел, подошел и рассказал — он одобрил, Эдвин потом тоже одобрил, так что все честно.
Толчкоэльфийке, которая обиделась на то, что я утащил в свое измерение варвара, дизреспект, не тебе мне объяснять, как отыгрывать паладина и что, кому и как я ДОЛЖЕН делать. Был бы не в телепорте — попробовал бы спасти всех. Если б все 20-е уровни ходили и зачищали полигон от тех, кто им не нравится в первый день игры, я молчу об аватарах — было б несколько неправильно. Благо, большинство людей, выпущенных высокими уровнями, это прекрасно понимали.
Взял я собой варвара, который сказал, что теперь будет служить мне и Огме, после чего мы по дороге дошли до мастерятника и перечиповали его из воина в паладины. Объяснил я ему задачи партии, в частности про истории. И он рассказал мне историю про Креб-Пипл, которые ходят как крабы, продемонстрировав мне это и спев песенку. Еще рассказал про Ктулху, требовавшего 3-50.
Друид изначально безразличен к отряду, но станет дружелюбным, если персонажи согласятся избавить лес от гноллов. Трент будет дружелюбным, если в группе есть хотя бы один эльф, или если группа сопровождается существом фейского происхождения. Трент будет враждебным, если персонажи несут открытый огонь. В других случаях трент будет безразличным, и не раскроет своё присутствие, когда персонажи будут проходить мимо. В отличие от писателя детективных романов, Мастер не всегда может предсказать, что герои будут делать в таком приключении.
Злодей, чья стратегия «череда преступлений», «последнее дело» или «серийные преступления», может вдохновить вас на создание детектива. Если цели искателей приключений включают в себя определение личности злодея, то такое приключение тоже может нести детективный подтекст. Чтобы создать детектив, возьмите за основу приключение, основанное на событиях, и добавьте три дополнительных элемента: жертву, подозреваемых и улики. Вы можете создать сильный сценарий и без таких отношений, но именно раскрытие хитросплетений в отношениях между персонажами Мастера и выяснение мотива убийства делает детектив захватывающим. Случайное убийство тоже может быть таинственным, но ему не хватает эмоциональной составляющей.
Также подумайте о связи между жертвой и кем-то из искателей приключений. Верный способ вовлечь их в расследование — в том числе сделав их подозреваемыми — это сделать жертвой кого-то, с кем персонажи знакомы. Подозреваемые могут быть на виду или могут появиться в ходе расследования. Один из методов, часто используемый в детективах — это создать круг подозреваемых — ограниченное число лиц, чьё положение делает их единственными возможными подозреваемыми. Хороший способ заставить игроков гадать, кто злодей, это сделать так, чтобы тайны были более чем у одного подозреваемого.
Отвечая на вопросы искателей приключений, подозреваемый может проявить нервозность или попытаться лгать, несмотря на то, что он невиновен в преступлении. Тайные сделки, незаконные делишки, тёмное прошлое, или неконтролируемые пороки — недостатки, которые делают подозреваемых более интересными, чем персонажи, которым нечего скрывать. Бывают словесные улики, такие как заявления подозреваемых и свидетелей, которые помогают искателям приключений построить картину того, что произошло. Другие улики физические, такие как незаконченное сообщения, написанное кровью пострадавшего, безделушка, оставленная злодеем, или оружие, найденное в комнате подозреваемого. Улики должны как-то связывать подозреваемого и преступление; как правило, они проливают свет на мотивацию подозреваемого, на его средства или возможности.
Некоторые улики вовлекают невиновного подозреваемого, уводя искателей приключений в неправильном направлении. В конечном итоге они должны найти улики, ведущие в противоположном направлении, или найти доказательства невиновности подозреваемого. Избыток улик в приключении лучше, чем их недостаток. Если искатели приключений разгадают тайну слишком быстро, вы можете почувствовать некоторое разочарование, но игроки испытают чувство удовлетворения от выполнения задания. Если же задание слишком трудное, игроки могут разочароваться.
Искатели приключений могут пропустить некоторые улики, поэтому создайте улик с избытком, чтобы быть уверенным, что у игроков хватит информации для поимки злодея. Интриги в большей степени распространены среди королевской знати, но борьба за власть может с лёгкостью разыграться и в торговых гильдиях, и в преступных синдикатах, и среди храмовников. Вместо тёмных событий и злодейских заговоров, приключение в жанре интриги, как правило, вращается вокруг обмена услугами, восхождения и падения людей во власти и влиянии, и сладких речей дипломатии. Попытки принца унаследовать престол, стремление придворного стать правой рукой королевы и желание купца открыть торговый маршрут через вражеские земли — всё это сюжеты интриги. Как и другие приключения, интрига работает только если игроки и их персонажи лично заинтересованы в каком-либо исходе.
Если никому нет дела до того, кем является королевский камергер, или у кого есть право на вырубку в эльфийских лесах, то приключения, ставящие центром внимания такие темы, обречены на провал. Однако если знакомство с королевским камергером сулит персонажам возможность использовать королевских солдат для защиты своей крепости на границе, то заинтересованность игроков повысится. Обычно искатели приключений оказываются втянутыми в интригу, когда они им нужно покровительство мощного существа, и они готовы оказать услугу в обмен, или когда заговоры властных ПМ встают на пути персонажей, добивающихся своих целей. Некоторые из целей для приключений на основе событий из этого раздела хорошо подходят для интриг. Если в вашем приключении герои должны раскрыть заговор, обсудить мирный договор или добиться помощи от правителя или совета, то вы играете в интригу.
Процесс создания интриги аналогичен созданию любого другого приключения на основе событий, с двумя основными различиями: как трактуются злодеи, и как персонажи могут получить влияние. Тем не менее, интрига может иметь в себе несколько злодеев или вообще их не иметь. Для таких приключений пропустите шаги 1 и 2 процесса создания приключения на основе событий злодей и действия злодея и переходите прямо к целям искателей приключений в шаге 3.
Priests of Ilmater often have an extensive network of friends within the criminal community. As one might have guessed, redeemed criminals do not always hold to their promises of turning over a new leaf. Priests of Ilmater are often viewed as sacrosanct by criminals. They are not to be stolen from, and they are not to be harmed.
One of the more sure-fire ways to incur the anger of a local crime gang is to harass a priest who has repeatedly bailed them out. Holidays and Festivals Ilmater is an ascetic God. He does not call for lavish, public celebrations. He only has one dedicated holiday, and it is celebrated quietly by the faithful. Seven days after the equinox, criminals who have been redeemed by priests of Ilmater gather at his temples to offer thanks for their redemption. These thanks take the form of gifts to The Church, oaths of dedication to Ilmater or in the case of The Redeemed who are poor labor done on behalf of injured priests. Champions and Avatars Peter of Gestas was a criminal sentenced to die.
On the eve of his execution, Peter had a long conversation with his jailor, who was a faithful man of Ilmater. When dawn came, the jailor offered Peter a chance at redemption. Peter gladly took the man up on his offer, thinking his jailor a madman. He read about the work of the priests of Ilmater, and vowed to devote his life to the god who had sent someone to die in his place. Peter forsook his ill-gotten fortune, and spent the rest of his days as a man wholly devoted to Ilmater. He travels the world, seeking criminals in need of redemption, and giving away his fortune to those most in need.
Ilmatari are taught to be firm in their principles and fearless, with the result that they earn enormous respect with the general populace, but are often slain by brigands or those who hold different principles than they do. Dionysius and St. Sollars the Twice-Martyred whose symbol is a yellow rose.
Few priests of Ilmater are soldiers, and fewer still are merchants, but they do outstrip all other priesthoods in the size, number, and level of treatment in the many infirmaries and leper sanctuaries they maintain. From their inception into the priesthood, Ilmatari are trained in the recognition and treatment of all known disease, injuries, and conditions; senior priests have had prepared detailed programmed illusions to show beings in various stages of harm. An Ilmatari priest who has been shown these could, for instance, recognize a human infested with rot grubs at a glance. If no dedication to evil or precluding religious or secular loyalties are found, the novice is accepted and adorned with the simple robes of Ilmater. This cautious practice was instituted because so many folk in the past have posed as willing entrants into the Ilmatari just to learn the medicines and physiclore and then stholen away with as many medical supplies as they could. All the Adorned are priests, but no titles are commonly used in the clergy except Brother and Sister. For senior clergy, Revered is added to this, and for the heads of temples, abbeys, and monasteries dedicated to the Crying God, Father and Mother are used. The Adorned include clerics, specialty priests, and monks. Though the monastic orders usually dwell separate from the rest of the church in monasteries and abbeys, some monks also abide in Ilmatari temples to teach other Ilmatari about fields of knowledge they have specialized in or to provide their special form of hand-to-hand protection to the institution to which they are assigned.
The hierarchy of the Adorned usually centers around the leader of the large temple, abbey, or monastery to who the Ilmatari in the region report. Ilmatari are loosely ranked under this Revered Mother or Father, and abbeys and monasteries are usually tied to specific temples, often adding a second informal tier to the hierarchy. Those outside the faith often view this as a strategic positioning of churches in areas which guarantee the persecution of Ilmatari such as Mulmaster and Zhentil Keep. Priests of Ilmater may also be found among adventuring companies, and—in addition to paladins—are often the ones to go off rescuing this clan of kidnapped halflings or recovering that purloined family heirloom. It is not that they are foolish, but rather that they care for all things to the exclusion of their personal risk. Shortly after the Time of Troubles, the reputation of the organized church was plagued by the actions of a neutral cult of Ilmater that believed in passing suffering around to others, especially nonbelievers. They were noted for self-flagellation, kidnappings, and inciting riots. Ilmater was not granting these cultists their powers or spells, and the Ilmatari church suspects that Cyric, Loviatar, or Beshaba was behind these deluded people. Fortunately, the cult has largely been eliminated due to a hostile response to its actions on the part of nobles and those in authority.
Creed Share and give counsel and listen whenever needful. Be a comfort and a support. Secular Aims Ilmatari priests are collectively called the Adorned formally Adorned Sufferers , and include among their ranks Healers, Pain- bearers, and Sanctars. Healers work directly with common folk, to heal and lessen suffering. Painbearers travel Faerun and work to lessen large causes of suffering, such as wars, feuds, slavers, class and racial exploitation, and even local bullying. The Painbearers and the Sanctars work with clergy of Tyr and Torm fellow deities of the Triad and with priests of Lathander to further fairness, security, happiness, and hope for all. Sanctars are the highest and most secretive clergy of Ilmater; they are the judges of other Adorned, internal investigators of the faith, and the enforcers who fight to protect fellow Adorned and their work. Ilmatari paladins are Sanctars and knights of their particular orders. These few Sanctars are at work in Athkatla, Waterdeep, the cities of Sembia, and elsewhere to steal or manipulate any coins, trade goods, and property they can get from the rich and successful.
These spoils they then pass on to the needy. They also work to equalize taxation, to pressure governments into providing for their poorest citizens, and to ensure that courtiers and other officials found guilty of corruption are heavily fined rather than merely jailed or dismissed from their posts. Some Sanctars work tirelessly to find and expose such corruption—particularly when it involves the misuse of public funds that would otherwise have benefited the wider populace. After the Time of Troubles, large swaths of the citizenry were afflicted with fiendish plagues. While most recovered with clerical attention, for some the effects of the disease continued to linger, resistant to the healing effects of magic. As few Waterdhavians would have anything to do with the fiend-afflicted sufferers, for fear of catching the plague anew, the followers of the Crying God decided to create a place for the lepers. The llmatari erected the Hospice of St Laupsenn N73 , named for the priest who tended those similarly affected in the aftermath of the Weeping War, and have continued in quiet service to this day. The hospice is funded by private charitable contributions many of which come from the personal holdings of the Lords and tithes from the Church of Tyr. It is unclear whether or not the temple will continue after the last of the patients finally dies.
Then they dined, and the novice was given wine that induced a slight trance so that their mind could be examined with magic. This was done with the full knowledge of the novice, and performed by various other clerics or wizards sympathetic to the Ilmatari. They closely examined their loyalties, goals, and true feelings and determined if any deception had occurred, or whether the novice was genuinely suitable for the faith. Deceit, a devotion to evil, or loyalties to another faith or to a secular organization or authority disqualified the applicant. If found genuine, then the novice was accepted as a full member of the clergy. They were dressed in the simple gray robes and pronounced one of the Adorned. The clergy of Ilmater were known collectively as "Ilmatari", which was also the adjective for the faith. Senior clergy were called "Revered", such as "Revered Sister". Those who were leaders of temples, monasteries, and abbeys were addressed as "Mother" or "Father", and "of the House" was added to their title, such as "Revered Father of the House".
No other titles were commonly used. The greatest of the faith were called "Saint", and often bore a unique title. All Ilmatari in the region reported to this person, and were loosely ranked under them. The abbeys and monasteries, though usually located separately from the churches, were often linked to a specific temple, adding an extra level in this hierarchy. Instead, a collection of senior clergy met on occasion in informal conclaves to make decisions. The senior Sage-Priest was the official historian of the church, and they adopted individual titles such as the Spontaer and the Keeper of the Old Faith. MartyredChampion A martyred champion resists a whip. It was the only faith to have a saint known as "the Twice-Martyred". Many Ilmatari hoped to follow this path, and the martyrs were highly revered, even venerated.
Sollars the Twice-Martyred. Dionysus, the patron saint of wine, revered by the Order of St. Morgan the Taciturn, revered by the Disciples of St. Morgan the Taciturn. Jasper of the Rocks, revered by the Sisters of St. Jasper of the Rocks. It is one of the best articles created by the Forgotten Realms Wiki community. However, if you can update it or think of a way to further improve it, then please feel free to contribute. The holy symbol of Ilmater.
The clergy dedicated themselves to providing healing and succor to all in need, whatever the cost to themselves, as they believed life was sacred and that suffering to preserve it was holy. They were to heal and treat the wounded and the sick and give comfort to the dying. They did what had to be done when no one else would. Thus a typical follower of Ilmater was generous and sharing, giving all they could to the poor, and they placed others before themselves. They were instructed to endure and persevere against hardship and pain, and believed that if they suffered in the name of Ilmater, then he would be there to support them. However, they did concentrate more on healing and aid efforts.
Тир днд - фото сборник
This ability allows him to make unarmed strikes with his hands full and never as an off-hand attack. He has the same choice to deal lethal or nonlethal damage while grappling. At 4th level, this damage increases to 1d8 if he is Medium, 1d6 if he is Small, or 1d10 if he Large. At 8th level, his unarmed damage increases again to 1d10 if he is Medium, 1d8 if he is Small, or 2d8 if he is Large. Fear Immunity Ex : A 2nd-level martyred champion of Illmater is immune to fear magical or otherwise. Because this a sacred bonus, it stacks with the benefit of the Endurance feat. Divine Grace Su : At 4th level, a martyred champion of Illmater gains a bonus equal to his Charisma bonus if any on all saving throws. This effect lasts for a number of rounds equal to this martyred champion level.
Strength in Suffering : Non- Cantrip spells deal an additional 1d4 Force damage when the wearer drops to half their hit points or lower. Where to find Was located in Defiled Temple during early access, in a gilded chest near Polma. It has been swapped for Amulet of Misty Step after release.
Changing seasons is a great way to add versatility to an Eldarin character and makes for some interesting RP choices. You could stay in Autumn or Spring for the majority of the time, but after a tragedy or when facing off an arch nemesis you can switch to Summer for more damage-dealing capacity. Fey Ancestry Advantage on saving throws to avoid or end the charmed condition on yourself. Fey Step As a bonus action, magically teleport up to 30 feet to an unoccupied space you can see.
Use a number of times equal to your proficiency bonus. Refresh uses on a long rest. At 3rd level, Fey Step gains an additional effect based on your season. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.
When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.
Eladrin Variants were basically High Elves with Fey Step, instead of an extra language and a free cantrip. Proficiency with the longsword , shortsword, shortbow, and longbow. Eladrin High Elf 5e gets: Extra Language. Speak, read, and write one extra language of your choice.
You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. Eladrin variant 5e gets: Fey Step. You can cast the Misty Step spell once per short or long rest.
How good is Eladrin 5e? Eladrin is a fantastically fun race to play. Aside from Centaurs, they are the most alien DnD race in terms of the fey-human spectrum. They are on the bright side of the spectrum, and should make your game shine!
Fey-stepping around is a riot, and you can always change your season if you get bored! Roll a d4 during a long rest or trance, and let the fey come as it may. Tailor your spells according to your seasonal mood swings for even more chaos—and immersion. Appearance-wise, you look like your season.
Green skin and flowery hair in spring, bluish complexion and frost hanging off your brow in winter.
The whereabouts of the Tome of Torment were still unknown by 1370 DR. The five disemboweled themselves in order to experience extreme pain, and died. During this time, he disappeared mysteriously. Though the overlords were cast down, it was only by bloody means.
If one casts aside wealth and luxury, Ilmater will provide. Innocent life is sacred. Suffering to preserve life is holy. Forgiveness is holy. A meaningful death is holy.
Commandments: I. Give all you can to the poor, and place others before yourself. Heal the wounded, treat the sick, comfort the dying. Protect the weak, defend the innocent, emancipate the oppressed. Resist the tyrant, the despot and the persecutor.
Take the burdens and pains of others as your own in their place. Forgive your enemy that repents. Этика Dogma: The Ilmatari are taught to help all who hurt, no matter who they are, and that the truly holy take on the suffering of others. Ilmater tells them that if they suffer in his name, he will be there to support them. They should stick to their cause if it is right, whatever the pain and peril.
They are to stand up to all tyrants, resisting in ways both great nad small, and to allow no injustice to go by unchallenged. They believe that there is no shame in a meaningful death. Some followers of Ilmater take a negative or darkly humorous view of the world, and the church accepts them as well. Heal the sick, the wounded, and the diseased. Comfort the dying, the griefstricken, and the heartsick.
Take on the burdens and the pain of others. Champion the causes of the oppressed and unjustly treated, and give shelter and kind counsel to the lonely, the lost, and the ruined. Pursue the service of Ilmater, and he will provide—leave gross riches and the acquisition of all but medicines to others. Take up the tasks no others dare. BeliefsEdit Followers of Ilmater were taught to help all who suffered, without regard for who they were or how they suffered.
They speak for the oppressed, guide the lost, feed the hungry, shelter the homeless, and gather herbs and make medicines at all times for disasters to come. When war is expected and time permits, priests of Ilmater gather in strength with litters, shovels, tents, splints, bandages by the cartload, and wagons of medicines and healing potions to tend those who will soon suffer. For instance, Ilmatari would not stop a sorely injured warrior from rising up half-healed to plunge into battle again, openly seeking death while fighting the foe. Instead, they would freely assist the warrior by healing him enough to be mobile so that he could follow his own doom wish in the most honorable manner available to him. Ilmatari bury the dead, treat the diseased, and give food, drink, and firewood to the poor.
Increasingly, since so many folk personally received the benefit of their kindnesses during the Time of Troubles, people of all faiths give generously to the church of the Crying God. As the merchant Ashaerond of Westgate put it: "If I pay for one extra potion today, it may be the last one tomorrow—but the one needed then to heal me. Instead, the daily rituals of prayer to Ilmater at least six times per day govern each and every day of service. Usually Ilmatari request this when they are emotionally exhausted, but some adventurer-priests use Rests to perform things Ilmater would otherwise frown upon. This custom is an established tradition that some leaders of the faith rely upon, sending their best fighting clergy out to do things that the church cannot otherwise accomplish covertly removing a tyrant rather than confronting him openly, for example.
The most important ritual of the Church of Ilmater is the Turning: It is the duty of every priest of Ilmater to try to get dying persons to turn to Ilmater for comfort, receiving the blessing of the Broken God before they expire. As the veneration of Ilmater grows, even in death, his healing power becomes greater. The House of the Broken God is a huge monastery in the center of the town that is connected, via a series of walled gardens, to a temple farm on a hill northwest of Keltar, a walled leper house beyond that, and a sanitarium beyond that. Those unfriendly to Calimshan have commented that such a facility is located where it is because the cruelty of the Calishites makes it most needed in their realm—but they are too greedy and disgusted by the sick, the malformed, and the injured to allow such a place in their proud capital city. Monastic orders are also numerous, and include the Disciples of St.
Monks of this monastery specialize in genealogical studies. Morgan the Taciturn, and the Sisters of St. Most Ilmatari monasteries traditionally are named after flowers which symbolize something of significance to the order, though this is not mandated. Priestly Vestments: For ceremonial functions, Ilmatari wear a solid gray tunic, tabard, and trousers, or gray robes. They wear skullcaps in gray most clergy members or red senior priests.
Novices who have not yet been adorned wear no skullcaps. The symbol of Ilmater is worn as a pin over the heart or on a chain around the neck and serves as a holy symbol. Some of the older members of the faith have a gray teardrop tattooed to one side of their right or left eye. They are never without their holy symbols and a satchel of medicines, bandages, salves, splints, and slings. RitualsEdit Clerics of Ilmater prayed for their divine magic once per day, in the morning,[5][6] following a period of meditation.
However, an Adorned could make a Plea of Rest to Ilmater requesting a special dispensation for time off. This was normally called for if the Adorned was emotionally exhausted by their work, but some exploited the time to perform deeds that Ilmater would normally disapprove of. Some church leaders depended on this tradition, using the Rest to send their best fighting or adventuring clergy out to perform deeds they could not normally do, such as covertly bringing down a tyrant instead of making an open confrontation. If a dying person turned to Ilmater, praying for his comfort, then they would receive his blessing before they died. However, this did not change their patron deity or alter their destiny in the afterlife.
From their First Suffering, an Ilmatari could go through a number of Sufferings in their life-time. For example, soon after becoming leader of the House of the Broken God, Althea the Abased underwent her First Suffering, in which she had herself bound to a rack and dragged by mules as she visited temples and shrines of Ilmater all along the Sword Coast. Whenever the mules were rested, she was beaten once and hard with a consecrated threshing flail by a non-believer. This and other similar rites were never intended to have any serious consequences or injury. Painbearers can survive without food and water for a number of tendays equal to their level.
Their attack and damage rolls are reduced by a -1 penalty for every three tendays that they go without food or water, but they do not perish. Such painbearers are wracked by hunger pangs, but that is to be expected in this faith. A painbearer can remove fear similar to the 1st-level priest spell from others and can permanently dispel the effect of baneful emotion-based spells which cause pain, suffering, or hopelessness by touch such as the pain touch of pains of Loviatar. The painbearer can perform this task on up to two other people in addition to himself or herself per day. At 3rd level, painbearers are able to draw upon holy might as the 2nd-level priest spell once a day without needing any rest afterward.
At 5th level, painbearers are able to cast favor of Ilmater as the 3rd-level priest spell once a day. At 7th level, painbearers are able to cast endurance of Ilmater as the 4th-level priest spell once a day. Painbearers are able to brew healing-type potions beginning at 7th level rather than 9th level.
D&D 5Ed aka D&D Next и все-все-все (чтобы не плодить новые темы)
So I decided to play the legend I heard about the mystical kingdom in a musical form. The result is an excellent orchestral dungeon synth that will not leave anyone indifferent. At the moment, this is the pinnacle of my musical abilities.
It has been swapped for Amulet of Misty Step after release. Leave a comment! Note that your IP address will be publicly logged unless you create an account.
Тифлинг Колдун. Тифлинг ДНД 5.
ДНД тифлинг варлок. Тифлинг Колдун ДНД. Орк Самурай ДНД. Совлин ДНД. DND 5e пальто. Архимаг ДНД 5. Персонажи ДНД бард.
Орден Латной перчатки ДНД. Голиаф бард ДНД. Голиаф DND 5. Голиаф раса ДНД. Голиаф ДНД 5 арт. ДНД Эноа расы. Пантеон эльфов ДНД 5.
Гелугон ДНД. Ледяной дьявол ДНД. Ледяной демон ДНД. Ice Devil DND 5. Дракочерепаха ДНД. Дракон черепаха ДНД. Гигантская черепаха ДНД.
Псевдодракон ДНД. Хекс ДНД 5. Карты ДНД 5. Мерренолот ДНД. Колодец ДНД. Павны ДНД. ДНД персонажи группа.
Бард токен ДНД. Полуэльф бард ДНД. ДНД Art пати. Следопыт ДНД арт. ДНД пати 6 человек арт. ДНД пати арт 4. Дженази ДНД 5.
Дженази монах ДНД. Дженази чародей ДНД. Дженези ДНД. DND классы. D D таблица заклинаний. ДНД области действия заклинаний. DND состояния.
Сахуагины ДНД. Сахуагин ДНД 5. Жрица сахуагинов ДНД. Ильматер ДНД 5. Бог Илматер ДНД 5. Калаштар ДНД 5. Ильматер DND.
Dungeons and Dragons классы. Днд5 Куори. ДНД классы арты. Группа ДНД. Artificer ДНД 5. Эберон ДНД. Изобретатель Эберрон.
Иллусканец DND. Вельзевул ДНД. Грелл ДНД. Заратан ДНД. Джин ДНД. Гит ДНД 5. Драгонхолд ДНД.
Клиппоты ДНД. ДНД классы некромант. Некромант ДНД 5 класс. ДНД Элементалист. ДНД маг Элементалист. DND человек. Аберрация ДНД.
Пантеон богов ДНД. Раскраска DND.
Because this a sacred bonus, it stacks with the benefit of the Endurance feat. Divine Grace Su : At 4th level, a martyred champion of Illmater gains a bonus equal to his Charisma bonus if any on all saving throws. This effect lasts for a number of rounds equal to this martyred champion level. Although this effect is similar to that of the masochism spell, this ability is not evil. Communion Su : Starting at 9th level, a martyred champion of Illmater is so intimate with his deity that he can ask a single question each day as if casting a commune spell. Using this ability costs 10 XP.
Sustenance Ex : A 9th-level martyred champion of Illmater no longer needs to eat, drink, or breathe. He still suffers hunger pangs and burning lungs if he does not eat or breathe, but such sensations are to be expected and like most pain do not indicate a real need.
D d limited
По сути, варлок в 5Ed — это хреновый колдун, который, в попытках превозмочь свою ограниченность и заглянуть за край реальности, попался на глаза какому-то могучему существу, решившему вознаградить упорство чернокнижника, в обмен на службу или просто по приколу. Как и колдун, чернокнижник владеет ограниченным набором заклинаний, но вот слотов под них у него еще меньше, чем у колдуна. Зато есть дарованные патроном инвокации — бесконечные, как и раньше. В качесте патронов предложены три варианта: - древнее могучее fey creature не важно — король Оберон или Баба Яга , обеспечивающее чернокнижника доступом к иллюзиям и чарам; - крутой и мощный fiend обеспечивает лока крутыми и мощными бабахалками для индивидуального или массового нанесения смерти и разрушений то, что получается из варлока на выходе наиболее похоже на классического чернокнижника из 3,5Ed ; - The Great Old One внезапно, в одном строю оказались, приведенные в качестве примера, Кезеф, Ктулху и некий хрен, которого меня подмывает перевести как «Первый Пациент», но на самом деле он — Patient One, то бишь, Страдалец… эээ… Ильматер?! Ох уж эти подвальные ролевики с потребностями в социальных связях...
Для геймплея такие вещи, кстит, еще говенее, чем для атмосферы. А что не так? Норм специализация же... На обоснование всего-то тройного мультикласса одного известного остроухого негра один известный писатель потратил около 150 авторских листов...
The priests of Mussum recruited the Companions of the Noble Heart paladin order to their defense, and attacked Waelarn and his followers, who were labeled "false clerics" and "subverted by evil". An angry Waelarn summoned three other knightly orders—the Holy Warriors of Suffering, the Knights of the Bleeding Shield, and the Order of the Golden Cup—to his side and vowed holy war against the "unclean ones of Mussum" and their allies. Finally, Lord Sir Jargus Holenhond of the Golden Cup declared an end to the bloodshed between true believers, insisted that the Tome of Torment be transferred to Keltar as planned, and blamed Bloirt Waelarn for the senseless violence, determining that he should be removed from office and sent into hermitage for the remainder of his years. The weary paladins accepted and carried out his judgment.
Althea said that Ilmater had given them the Tome for the "low and truly needy" priests to "further the will and work of Ilmater in the wilderlands and perilous places of all Toril", and recruit non-believers to the faith of the Crying God. Althea selected Blaermon the Blessed, a knight of the Holy Warriors of Suffering, to take away the Tome of Torment to those "wild places" and bestow it upon the first "needy and worthy" Ilmatari he met, someone who worked or fought for the benefit of the common people and their faith, not merely for wealth and adventure. In the Year of the Daystars, 1268 DR, Blaermon gave the Tome to Flaergon of Glister, who devoted his efforts to assisting miners and caravan-workers in the frozen north of the Moonsea. But within a year, Daern was murdered by the returned Bloirt Waelarn, who stole the Tome and escaped, journeying toward Mussum.
Waelarn was finally confronted by Sir Guth of the Order of the Golden Cup, who challenged him to single combat before their god. Waelarn accepted, and promptly used a cairn spell from the Tome to bury Guth, then dismembered him. But Ilmater caused Sir Guth to rise from his grave as an unrelenting zombie, which tracked the rogue priest across Sespech. Waelarn finally collapsed of exhaustion and the zombie Guth strangled him as he slept.
Guth hid the Tome of Torment then constructed a funeral pyre for both Waelarn and himself. In fact, it eventually found its way to Crimmor in Amn, to the merchant Beguld Thormon—also a doppelganger, as Ilmatari investigators later found—then to a Thayan crime gang. An Ilmatari strike-force assaulted their house in Athkatla, destroying the house and pursuing and slaying the Thayan band through the streets. The Ilmatari suspected that these cultists were under the influence of Beshaba, Cyric or Loviatar.
The cult was mostly eliminated by 1369 DR, following a hostile reaction from authorities and the nobility. Recovering it became a mission for all followers of Ilmater, setting them on a vigorous search across the Realms, and their probing efforts provoked conflict with those who wished their privacy or had something else to hide. A 40,000-gp reward was offered for the return of the complete and undamaged Tome. At least twice, fraudsters delivered fake Tomes to the House of the Broken God, and were punished for their trickery.
The whereabouts of the Tome of Torment were still unknown by 1370 DR. The five disemboweled themselves in order to experience extreme pain, and died. During this time, he disappeared mysteriously. Though the overlords were cast down, it was only by bloody means.
If one casts aside wealth and luxury, Ilmater will provide. Innocent life is sacred. Suffering to preserve life is holy. Forgiveness is holy.
A meaningful death is holy. Commandments: I. Give all you can to the poor, and place others before yourself. Heal the wounded, treat the sick, comfort the dying.
Protect the weak, defend the innocent, emancipate the oppressed. Resist the tyrant, the despot and the persecutor. Take the burdens and pains of others as your own in their place. Forgive your enemy that repents.
Этика Dogma: The Ilmatari are taught to help all who hurt, no matter who they are, and that the truly holy take on the suffering of others. Ilmater tells them that if they suffer in his name, he will be there to support them. They should stick to their cause if it is right, whatever the pain and peril. They are to stand up to all tyrants, resisting in ways both great nad small, and to allow no injustice to go by unchallenged.
They believe that there is no shame in a meaningful death. Some followers of Ilmater take a negative or darkly humorous view of the world, and the church accepts them as well. Heal the sick, the wounded, and the diseased. Comfort the dying, the griefstricken, and the heartsick.
Take on the burdens and the pain of others. Champion the causes of the oppressed and unjustly treated, and give shelter and kind counsel to the lonely, the lost, and the ruined. Pursue the service of Ilmater, and he will provide—leave gross riches and the acquisition of all but medicines to others. Take up the tasks no others dare.
BeliefsEdit Followers of Ilmater were taught to help all who suffered, without regard for who they were or how they suffered. They speak for the oppressed, guide the lost, feed the hungry, shelter the homeless, and gather herbs and make medicines at all times for disasters to come. When war is expected and time permits, priests of Ilmater gather in strength with litters, shovels, tents, splints, bandages by the cartload, and wagons of medicines and healing potions to tend those who will soon suffer. For instance, Ilmatari would not stop a sorely injured warrior from rising up half-healed to plunge into battle again, openly seeking death while fighting the foe.
Instead, they would freely assist the warrior by healing him enough to be mobile so that he could follow his own doom wish in the most honorable manner available to him. Ilmatari bury the dead, treat the diseased, and give food, drink, and firewood to the poor. Increasingly, since so many folk personally received the benefit of their kindnesses during the Time of Troubles, people of all faiths give generously to the church of the Crying God. As the merchant Ashaerond of Westgate put it: "If I pay for one extra potion today, it may be the last one tomorrow—but the one needed then to heal me.
Instead, the daily rituals of prayer to Ilmater at least six times per day govern each and every day of service. Usually Ilmatari request this when they are emotionally exhausted, but some adventurer-priests use Rests to perform things Ilmater would otherwise frown upon. This custom is an established tradition that some leaders of the faith rely upon, sending their best fighting clergy out to do things that the church cannot otherwise accomplish covertly removing a tyrant rather than confronting him openly, for example. The most important ritual of the Church of Ilmater is the Turning: It is the duty of every priest of Ilmater to try to get dying persons to turn to Ilmater for comfort, receiving the blessing of the Broken God before they expire.
As the veneration of Ilmater grows, even in death, his healing power becomes greater. The House of the Broken God is a huge monastery in the center of the town that is connected, via a series of walled gardens, to a temple farm on a hill northwest of Keltar, a walled leper house beyond that, and a sanitarium beyond that. Those unfriendly to Calimshan have commented that such a facility is located where it is because the cruelty of the Calishites makes it most needed in their realm—but they are too greedy and disgusted by the sick, the malformed, and the injured to allow such a place in their proud capital city. Monastic orders are also numerous, and include the Disciples of St.
Monks of this monastery specialize in genealogical studies. Morgan the Taciturn, and the Sisters of St. Most Ilmatari monasteries traditionally are named after flowers which symbolize something of significance to the order, though this is not mandated. Priestly Vestments: For ceremonial functions, Ilmatari wear a solid gray tunic, tabard, and trousers, or gray robes.
They wear skullcaps in gray most clergy members or red senior priests. Novices who have not yet been adorned wear no skullcaps. The symbol of Ilmater is worn as a pin over the heart or on a chain around the neck and serves as a holy symbol. Some of the older members of the faith have a gray teardrop tattooed to one side of their right or left eye.
Dune brings back the vintage images of handmade porcelain handles from the past, updated thanks to the most modern processing technologies, which give them a modern look and finishes.
They wear skullcaps in gray most clergy members or red senior clerics. Novices who have not yet been adorned wear no skullcaps.
The symbol of Ilmater is worn as a pin over the heart or on a chain around the neck and serves as a holy symbol. Some of the older members of the faith have a gray teardrop tattooed to one side of their right or left eye. The Adorned, as the clerics and monks of Ilmater are known, are organized in an informal hierarchy centered on the leader of a large temple, abbey, or monastery to whom the Ilmatar of the region report. Abbeys and monasteries are usually tied to specific temples, often adding a second tier in the informal hierarchy.
There is no one pontiff of the faith or governing body, although the senior clergy come together for informal conclaves on occasion. Although most monks dwell separate from the church in monasteries or abbeys, some reside in Ilmatari temples as teachers or defenders. Monastic orders are also numerous, and include the Disciples of St. Monks of this monastery specialize in genealogical studies.
Morgan the Taciturn, and the Sisters of St. Jasper of the Rocks. Most Ilmatari monasteries traditionally are named after flowers that symbolize something of significance to the order, though this is not mandated.
Eladrin 5e
А при пересадке на рельсы ДнД это будет что-то вроде боец/артифишер с альтернативными абилками бойца от веры или чистый палыч (с поправками на реалии вахи) с навыком able learner и вкачанным в потолок Craft (engineering). варвар, бард, священник Ильматера, Сильвануса, Темпуса и Бэйна (будут и другие, но позже), друид, воин, рейнджер, монах. News by Matt Jarvis Editor-in-chief. Генератор персонажа ДНД 5. Dungeons and Dragons лист персонажа. Dnd 5e ilmater находилась церковь в районе репортажа парка «Берёзовая Роща», напротив дома 4 по эффекту Берёзовой Рощи.