Shar 5e

Shar is the embodiment of darkness as well as an evil goddess in Dungeons and Dragons. She has been described multiple times as being beautiful. She is described in ancient myths as the being that formed from the primordial void that existed before any material things were introduced by Lord Ao.

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Alongside Shar, Selune emerged as her opposite- light and dark, yin and yang, decreed by Ao to battle for all eternity in an endless stalemate. At their creation they brought into being the goddess Chauntea, and the three goddesses, representing light, dark, and matter, blessed the voids with life and order. Ultimately, this led to their conflict- Shar desired life to remain cold and filled with suffering, eventually returning to nothingness.

Thus the battle began. Initially, Shar was defeated by Selune, Chauntea and another goddess formed in the conflict- Mystryl, the predecessor to Mystra. She would bathe in darkness while light flourished, only appearing briefly during the Dawn War to battle the Primordials back to their pits. During the Time of Troubles, Shar posed as Selune and convinced her followers to capture and attempt to kill her- and though this ultimately failed thanks to intervention from a coalition of loyal adventurers, Shar's power only increased in the Time of Troubles when she slew another god, Ibrandul.

In terms of divine politics, Shar is an ally to Bane and Cyric alike and, indeed, the latter assisted her in assassinating Mystra for a brief moment and mother to the God Mask, he who is chased forever by Kezef the Chaos Hound.

She is an enemy to her sister, Selune, and notably Mystra, for the two are rivals in the contest for control over all magic- Mystra controls the Spellweave, whereas Shar enforces the Shadow Weave, the negative space between the threads of Mystra's own creation. Shar is described as the creator of the Shadowfell and a massive power of the Plane of Shadow and Plane of Negative Energy.

She is also one of the proposed creators of the Ravenloft domains, prisons for such notorious creatures as Strahd von Zarovich and Lord Soth. However, this is limited to viewing events that occur without light.

Fought with Mystra, whose power unintentionally reordered the multiverse. Created the Shadowweave, a source of magic throughout the entire multiverse, although it was ultimately destroyed. Controls The Plane of Shadow, which is connected to the entire multiverse. Nonexistence and Abstract existence make her very hard to kill. Standard Equipment : Sword. Far smarter than most gods, most of whom plot on a multiversal scale and are patrons of dozens of different subjects of education, ranging from complex mechanical engineering to altering the fabric of reality itself through magic, as well as almost all mortals.

Has experience planning since the beginning of the multiverse and is considered to be beyond the reach of mortals in terms of raw mental processing power. Sign In Don't have an account? Start a Wiki. Hive God calls Local Darkness Goddess a fraud 24 messages. Passive probability manip that makes Shar go first, resistance to said EE on several layers, so on and so forth. Shar mindhaxes. Categories :.

This is the battle you and I must fight forever, Shar—night devouring the light of the moon, the moon replenishing itself. That is our place in the balance of nature.

The fragile, eternal balance Lord Ao has charged us gods to uphold. How very sweet. Memory regained. You may take all of itFree Resources on Roll All rights reserved. We use Cookies to help personalize and improve Roll For more information on our use of non-essential Cookies, visit our Privacy Policy here. Advertisement Create a free account. Sign In. Our way of saying thanks! Updated Dynamic Lighting Updated Dynamic Lighting now does as much and even more than our legacy system!

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Traits Blood Frenzy : The shark has advantage on melee Attack rolls against any creature that doesn't have all its Hit Points. Water Breathing : The shark can breathe only Underwater. Show Attribute List.This is a Good Article! In the 14 th and 15 th centuries DRshe held the portfolios of the moon, stars, navigation, navigators, wanderers, questers, seekers, and non-evil lycanthropes.

Hers was the moon's mysterious power, the heavenly force that governed the world's tides and a mother's reproductive cycles, caused lycanthropes to shift form, and drew one to the brink of madness, and back again.

Her nature, appearance, and mood all changed in turn with the phases of the moon. One was a dusky-skinned human woman with long limbs; perfect and exquisite beauty; wide, radiant, lime-green eyes; and long, ivory-hued hair that fell to her knees.

Another was an ethereal young girl of slender frame, dark eyes, and dark hair, wearing diaphanous robes colored white or resembling dappled moonlight, which trailed her "moondust" or "moon motes". A third was a matronly middle-aged woman, plump yet fair and aging gracefully, with gray-streaked dark hair. This one sometimes lived among mortals; the most notable such avatar was the innkeeper Luna.

A simple depiction of the goddess was of a woman's face on the disc of the moon. She was also ever changing, ageing but ageless. If watched over time, her appearance seemed to grow to full radiance or to age and fade away, in keeping with the waxing or waning of the moon. Such changes only affected her external appearance and did not reflect any change in might, at least to mortal eyes. Her faithful, coming from many walks of life, viewed her in countless different ways, and she reflected this.

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She was both ageless and ancient. She was quietly mystical and, as a being of chaoswell used to change.

shar 5e

She had a serene and peaceful nature and was slow to anger; she would not fight if she could help it, but nor did she hold back if she must. She was fiercely protective when confronted by evil.

The one constant was her eternal conflict with Shar.

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She was generous and freely bestowed gifts and blessings on mortals. When manifested as an avatar, she could cast a wide variety of magical spellsexcept those of the plant sphere and any that conjured darkness.

She would avoid reversed and injurious forms of healing spells and necromantic sphere spells, unless absolutely necessary. She could freely cast divination spells, even alongside other spells. Her spells all had a similar appearance, beginning as streaks of moonbeams and only revealing their true effect when they struck.

She radiated protection from evil to a distance of a yards 90 metersand no good summoned creature within this range could be dispelled or banished.After Lord Ao created the universe, the swirling chaos coalesced to form twin deities: Selunea being of light and creation, and Shar shahra power of darkness and destruction.

Shar reflects the primal dark, the flawless void erased at the beginning of time by a distant, unconcerned over deity. Her heart longs for a return to the calm of nonexistence, and she schemes from the shadows to tear down establishments, destroy order, and undermine all creation.

shar 5e

Religious art depicts Shar as a black sphere outlined in a magical purple flames or a beautiful human woman with long, raven-black hair dressed in swirling dark garb. In this guise, her haunting purple eyes have coal black pupils that reflect the primeval void. Since her earliest battles with Selune which continue to this dayShar has gained dominion over pain hidden but not forgotten, carefully nurtured bitterness, and quiet revenge for old slights.

Deeply twisted, the Lady of Loss favors secrets, underhanded dealings, and subterfuge. She uses her mortal worshipers as pawns in a perverse game against everything that has been, is, and will be. Patron of the Shadow Weave, a corrupting magical force based upon nothingness and mad secrets, the Mistress of the Night bolsters her impressive power with temptation and guile. All regard her as a dark and vengeful deity, but many seek out her servants in times of grief or bereavement.

Shadow Weave

There is a pervasive belief that her clergy aids those who have been wronged or who have suffered a great loss. Clerics of Shar pray for their spells at night.

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Because most of her followers keep their devotion a secret, the religion has but one fixed holiday. During the Festival of the Moon, Sharrans celebrate the Rising of the Dark, when the directors of local cults outline the dark plots of the coming year over the quivering body of a live sacrifice.

Once a tenday, followers must engage in an act of wickedness, ideally after a nocturnal dancing and feasting ritual known as a Nightfall. Those clerics associated with the Cult of the Dragon often multiclass as wearers of purple. Her dominance over darkness and night makes her popular with the blind especially those accidentally or intentionally blinded due to the actions of othersnocturnal or subterranean humanoids, and creatures who shun the light, including many types of goblinoids.

All who favor the dark or who do their business by night such as cutthroats and thieves curry her favor, as do many whose deranged world views might be interpreted as insanity. The church is made up of independent cells that have strong, authoritarian rulers. Few adherents know the real names of others in the local cult, and almost no one knows the name of the leader of the larger regional organization. This keeps the church fairly small, since many Sharrans die in these attacks or are put to death by local magistrates shortly afterward.

Temples of Shar vary in description but usually double as a place of business or residence. Most feature at least one room bathed in deeper darkness, which is used in religious ceremonies and ritual killings. In civilized lands, they frequently establish exclusive social clubs or false cults to further corrupt the foundations of mannered society. Cultists work to overthrow governments, promote vengeance, organize cabals, and foment unrest through calumny and sedition.

To them everything deserves to perish, and their duty in life is to encourage the process of destruction.

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Still, she occasionally moves directly against minor enemies. During the Time of Troubles, Shar killed Ibrandul, a lesser deity of caverns, dungeons, and the Underdarkas an act of pure opportunism. She continues to grant spells to clerics in the name of Ibrandul, reveling in the deceit of the entire affair. Shar may attempt to consume Mask as well, for she nurses a cold anger for his dominion over shadow.

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Reveal secrets only to fellow members of the faithful. Never follow hope or turn to promises of success. Quench the light of the moon agents and items of Selune whenever you find it, and hide from it when you cannot prevail.

The dark is a time to act, not wait. It is forbidden to strive to better your lot in life or to plan ahead except when directly overseen by the faithful of the Dark Deity.Shar is the goddess of darkness in the Forgotten Realms campaign setting. Being the opposite of light, she is invariably an evil deity and one of the major players of the Realms.

Sure, Bane and Cyric get more screen time and are generally seen to be more diabolical, but Shar is quietly competent and probably succeeds in being the true BBEG of the setting with the subtler, long term plans. Shar was created by Ao at the dawning of the material universe.

shar 5e

However, since not much was going on in the empty universe and since both were fairly innocent at the time there wasn't much animosity between them. They crafted the earth and called her Chauntea then went about filling it with all sorts of forces and creatures which necessitated making more gods for them to play with.

Unfortunately this was when disagreements began to start about how the universe should look like, and while gods of goodness and creation came into being as part of their works, gods of tragedy and destruction also found their place in the new world. So, like any God, when they had completed their work they decided to rest and have some brewskis. It was only when Chauntea reckoned she was a bit cold that the sisters came into major conflict.

Have some of this! However, the chunks of light that were ripped off commingled with the opposing forces of dark and created something entirely new: Mystryl : Goddess of magic, who looked down at her broken parent with pity, and proceeded whoop the ass of Shar seven ways to Sunday. Shar retreated into the darkness of the night to brood, as is her prerogative, while the other gods got on with the business of running the universe. When faced with this new unexpected force called "Magic" that was utterly under the control of her belligerent daughter Mystryl; Shar set about doing her own version that she could control.

She succeeded in manufacturing a second magical weave, imaginatively called the "Shadow Weave". Unfortunately it is unwieldy for creating matter and energy, so it diminishes Evocation and Transmutation spells by a whole caster level. It is also utterly useless for casting any spell with the [Light] descriptor. Learning the secrets of the Shadow Weave drops the Wisdom of its user by 2 points.

However this drop can be negated if the user receives an Atonement spell from a worshipper of Shar.

Shar (Dungeons and Dragons)

This way the Goddess of Darkness can keep a tight reign on who uses it, rather than advertising it for everyone. It might seem that there are few benefits from using the Shadow Weave over the normal one and too many penalties. However, the Shadow Weave works reliably pretty much anywhere; there are no wild magic or dead magic zones in the Shadow Weave, where Mystra's weave steadily became worse and worse as editions went by.

Shar also isn't dying and being replaced all the damn time either.Shar's symbol was a black disk with a deep purple border. According to one of the most ancient myths of the creation of the world and the heavens, after the universe and its crystal sphere were created by Lord Aothere was naught but the primordial essence, the protoplasmic raw stuff of existence.

Described as chaos and timeless nothingness, the sphere was filled with no more than dim misty shadows, neither light nor dark, for such things had not yet separated. All that moved here were the shadevarithe thirteen lords of shadow, whose origin, whether from elsewhere or from the shadow itself, is unknown.

The goddesses were beautiful, identical but polar opposites, raven-haired and silver-haired, one representing the dark, the other the light in the manner of yin and yang. They complemented each other [14] [27] [28] and brought order out of the chaos.

Together, they created from the cosmic ether Abeir-Toril and the other heavenly bodies and infused these worlds with life. In the process, they formed the goddess Chauntea at that time, the embodiment of all matter in Realmspace, later only of the world of Abeir-Torilwhom they worked with to bless the worlds with life. However, there was no fire or heat on any of these bodies.

Desiring to nurture life on the worlds that formed her body and limbs, Chauntea asked the Two-Faced Goddess for warmth. The two goddesses then fought over the fate of their creations. From the residues of these struggles emerged the original deities of magic, war, disease, murder, death, and others.

She ignited a heavenly body—the Sun —in order to give warmth to Chauntea. This magical energy combined to form the goddess Mystrylthe original goddess of magic. Mystryl balanced the conflict and mediated an uneasy truce. Meanwhile, Shar, who'd retained much of her might, once again grew strong, and was aided by the shadevari.

shar 5e

Consumed with bitterness and loneliness, she vowed revenge and lurked in the darkness until her time to strike. The war between the sisters would go on forever more, but life struggled and flourished on the worlds, watched over by Chauntea.

Other gods were born from the conflict or were summoned from other universes to aid the native gods in their struggles against the primordials and their servants. This conflict was later known as the Dawn War. During the Time of Troubles of the Year of Shadows, DRmagic went awry and the gods were forced to dwell in the mortal world. Priests and common folk alike did so eagerly. However, her prismatic spray failed and Shar used the Wand of the Four Moons given to her by the temple priests to knock Luna out.

The temple guards took Luna prisoner, and Shar declared she would drive her mad before killing her. Meanwhile, her true identity unknown, Luna was also kept as a "special guest"—prisoner— for a dozen days. Shar had her completely under her control, [35] using her stolen identity to confuse Luna and make her doubt herself. Shar broke her spirit and bent her to her will. Afterward, Shar retired to the kitchen to compose herself and be alone, but Kyriani confronted her, declaring she would expose her and save Luna.

Shar attacked Kyriani with minute meteorslightning boltand magic missileswhile Kyriani fought back with her ring of telekinesis. Lord Piergeiron intervened and, though Kyriani was overcome, she'd revealed the avatar's reckless temper, sowing doubts among the nobility.The Shadow Weave is a force of magic similar to the Weave. The Shadow Weave originates from Shar rather than from Mystra.

Shar studied the Weave long ago, and created a dark distorted version of it, and it is said to lie in between the strands of the Weave. Though the Shadow Weave has existed for quite some time at least several millennia [1]only in recent years has its use spread rapidly and become known. Though Shar sought to use Mystra's death to replace the Weave with the Shadow Weave, she had miscalculated; [2] just as the Weave collapsed with the death of Mystraso too did the Shadow Weave.

As Vhaeraun was the drow patron of shadow magic[3] he worked together with Shar in projects that concerned this magic, like the School of the Shadow Weavewhich had followers of both Vhaeraun [4] [5] and Shar among them.

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A spellcaster who wants to manipulate the Shadow Weave must either worship Shar, permanently lose a piece of his or her mind, [7] or make some sort of arrangement with Shar and his or her existing patron deity. The Shadow Weave is best suited for dark magic that drains life or muddles the mind and the senses, but less suited for magic that manipulates energy or matter.

Spells from the schools of EnchantmentIllusion and Necromancy are enhanced, while those from the schools of Evocation and Transmutation are impaired. The Shadow Weave is also superior for fueling spells that create darkness spells with the darkness descriptorwhile it is impossible to use it to create light of any kind spells with the light descriptor.

Since the Shadow Weave is a separate force of magic, it is not affected by areas of dead magic or wild magic within the Weave.

Shadow Weave users must also overcome any spell resistance a creature might have. It is harder for a Weave user to perceive, counter or dispel spells created by using the Shadow Weave, but at the same time it is also harder for a Shadow Weave user to affect spells created by using the Weave.

Any magic item created using the Shadow Weave is a Shadow Weave item and affected by the same benefits and limitations as a Shadow Weave spell.

Although none would admit to skill in the art, there were rumors of a growing shadow cult within the Council of Elders of Halruaaand that they planned on attempting to overthrow the followers of Mystra and Azuth. Further rumblings in the area had the Conclave of Halruaa on the verge of exposing and bringing this group to justice, while even others had the two organizations in league with one another.

What became of these possible organizations and the whispsers surrounding them was all but unknown. This wiki. This wiki All wikis. Sign In Don't have an account? Start a Wiki. Forgotten Realms Campaign Setting 3rd edition. Wizards of the Coastp. Forgotten Realms Campaign Guide. Drizzt Do'Urden's Guide to the Underdark. TSR, Incp. Ascendancy of the Last. CordellGwendolyn F. Wizards of the Coastpp. Shining South.

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Categories :. Cancel Save. Universal Conquest Wiki. This page uses content from Wikipedia. The original article was at Shadow Weave. The list of authors can be seen in the page history.