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Returning 35 results for 'before before designed comrades rather'.
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Warforged
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
designed.
Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids
.
Warforged Names
Most warforged were assigned numerical designations for use in military service. Many of them adopted nicknames, often given to them by their comrades. As independent individuals, some have
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
pleasurable creatures and things are ones that allow lizardfolk to assess more situations as benign rather than fearsome.
Cold and Calculating
Most humanoids describe cold-blooded people as lacking in
emotion and empathy. The same label serves as an apt depiction of lizardfolk.
Lacking any internal emotional reactions, lizardfolk behave in a distant manner. They don’t mourn fallen comrades or
Backgrounds
Sword Coast Adventurer's Guide
In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the
life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the
Backgrounds
Sword Coast Adventurer's Guide
when appropriate to suit your identity as a mercenary.
Your bond could be associated with the company you traveled with previously, or with some of the comrades you served with. The ideal you embrace
enemies is blind and unreasoning.
5
I obey the law, even if the law causes misery.
6
I’d rather eat my armor than admit when I’m wrong.
Species
Acquisitions Incorporated
.
Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant
— especially those designed to protect the power and wealth of the elite. When living among enlightened folk, verdan are still the first to speak out against cultural restraints on individuals
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Courtier In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather
, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
taking part in a play session. A character reaches 1 checkpoint for each hour an adventure is designed to last. Note that the award is based on the adventure’s projected playing time, rather than the
actual time spent at the table. The reward for completing an adventure designed for 2 hours of play is 2 checkpoints, even if a group spends more than 2 hours playing through it. If a character
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
its form occupies the periphery of viewers’ attention no matter which direction they look. Mount Makab is not a natural feature, but rather part of a colossal, illithid-designed device. Its purposes
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Character Advancement If you want to use story-based level advancement, the characters receive experience points for achieving the following milestones rather than defeating monsters: Entering the
method, the characters should reach 13th level by the adventure’s conclusion.
About the Original
Published in 1980, Expedition to the Barrier Peaks was designed by Gary Gygax to introduce D&D
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
alarmed the Saltmarsh Town Council. Greatly troubled and filled with apprehension, the councillors call an emergency meeting. This adventure is designed for a group of four to six 3rd-level characters
challenges the characters to act as ambassadors to a colony of lizardfolk.
While such roleplay-focused adventures are the norm today, at the time of its publication (in 1982) this adventure was the first to make interaction an absolute requirement for success, rather than one option among many.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
provides guidance for using survivors, characters designed for one- to three-session adventures focused on survival rather than saving the day. Using survivors helps create horror experiences focused on
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Trade Discal Encircling the Auroral Diamond, the Trade Discal is a massive marketplace designed so that the founding civilizations could trade on equitable terms. It serves the needs of cities and
nations or major trading companies, rather than individual sellers or producers, which is enforced by its high taxes and fees. Large quantities of goods, such as entire herds of animals or tons of metal
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Trade Discal Encircling the Auroral Diamond, the Trade Discal is a massive marketplace designed so that the founding civilizations could trade on equitable terms. It serves the needs of cities and
nations or major trading companies, rather than individual sellers or producers, which is enforced by its high taxes and fees. Large quantities of goods, such as entire herds of animals or tons of metal
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Action-Oriented Creatures The solo and leader creatures presented in this book are designed to be bosses: enemies who can take on an entire party by themselves or with a handful of underlings. Rather
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the vulnerable and the defenseless. Many members adhere to a tradition of getting a ritual scar or tattoo after each successful deployment, designed to represent a pivotal moment in that quest. The
the Ancestors. He has cremated a hundred fallen comrades-in-arms and seen horrors few can comprehend. The toll has pushed him to his limits, and he believes a more aggressive, proactive strategy will
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Appendix B: Character Names Some players and DMs have a knack for coming up with character names on the fly, while others find that task more of a challenge. The tables in this appendix are designed
have a dwarven name. Or, as DM, you might decide that dragonborn in your campaign have a culture reminiscent of ancient Rome and therefore use Roman names, rather than the dragonborn names suggested here.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
fiercely partisan news that seems designed to fan the flames of resentment that linger after the Last War. Running Your Own. Rather than work for an existing outlet, you can run your own newspaper. You
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
the vulnerable and the defenseless. Many members adhere to a tradition of getting a ritual scar or tattoo after each successful deployment, designed to represent a pivotal moment in that quest. The
the Ancestors. He has cremated a hundred fallen comrades-in-arms and seen horrors few can comprehend. The toll has pushed him to his limits, and he believes a more aggressive, proactive strategy will
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
, designed to collapse under the weight of any creature heavier than a kobold. On occasion, the route through a kobold lair runs along a ledge that borders a cavern or a crevasse, and the kobolds might
other useful items, but if they are at risk of discovery, they run away rather than attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
airtight. The gnomes built these crablike contraptions to grip and move other objects, rather like crude forklifts. However, the contraptions are so clumsy that they are useless for delicate work. They are
is designed to hold a single Small humanoid, though a Medium humanoid can fit inside with some discomfort. While in the barrel with the hatch closed, a creature has total cover against attacks from
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Appendix B: Death House You can run Curse of Strahd for 1st-level characters with the help of this optional mini-adventure, which is designed to advance characters to 3rd level. Players creating 1st
block their path. LEVEL ADVANCEMENT
In this mini-adventure, the characters gain levels by accomplishing specific goals, rather than by slaying monsters. These milestones are as follows
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
it. An adventure usually can include a number of items that’s 25 percent higher than the number in the Magic Items Awarded by Level table (round up). For example, an adventure designed to take
characters from level 1 to 4 might include fourteen items rather than eleven, in the expectation that three items won’t be found. Magic Items Awarded by Level Character Level (Tier of Play) Common Items
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
guards, all designed to make the entrance to a settlement uninviting. But inside its borders, a deep gnome settlement is a warren shaped and decorated by the svirfneblin to make the place welcoming and
is marked by smooth, curving shapes rather than straight lines and hard edges. Svirfneblin are intensely community-minded and have little concern about privacy among themselves. Thus, they don’t
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, but rather by a large magical device or machine. A character who succeeds on a DC 10 Intelligence (Arcana) check recognizes the stone spire in the distance as the Spire that marks the center of the
another direction. CoupleOfKooks “I am a mimir, a magical device designed to provide information. I can be, be, be–” Cacophonous gibberish and overlapping voices ensue. “Infinite unlikelihood error: data not found.”
–The Mosaic Mimir
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
thought to why your character left the open plains. Perhaps you served as a mercenary scout in the Last War, and you’ve remained with the comrades you met in the conflict. Maybe your tribe was wiped out
concept of “facts.” To you, everything is a story, and truth is in how you tell it. 7 You are annoyed by buildings and tools designed without consideration for small people. 8 You seek vengeance for a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the Last War and you’ve remained with the comrades you met in the conflict. Maybe your tribe was wiped out by a foreign enemy—the Aurum, the Emerald Claw—and you are traveling the wider world in search
.
6 You don’t understand the concept of “truth.” To you, everything is a story and it’s all about how you tell it.
7 You are annoyed by buildings and tools designed without consideration for
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
combatants, and lesser kuo-toa live in fear of them. Kuo-toa Gear. Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called
mancatchers) designed to trap and immobilize foes. Kuo-toa warriors also treat their shields with a sticky goo that catches incoming weapons. In general, kuo-toa don’t like the weight of armor on their
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
villain’s background, consider the following options. War Criminal What horrific actions did the villain take during the Last War? Did they massacre civilians? Betray their comrades or their nation? A
brilliant artificer might have designed arcane weapons that violated the rules of engagement. A Karrnathi bone knight (see chapter 6) could have overseen a camp where prisoners of war were used as
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Encounters with Hulgaz Hulgaz makes a good adversary for players who especially enjoy roleplaying. If your players prefer to talk to enemies they encounter rather than fight them, consider using
Hulgaz in your campaign. You can run the following encounters to introduce Hulgaz to the party. These encounters are designed to occur in the order presented over the course of several game sessions, as
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
yuan-ti content themselves with maintaining these ancient places rather than building new ones for their needs. Although these sites are hundreds or even thousands of years old, they don’t look or feel
humanoids and taken over by yuan-ti), stairs and humanoid architecture are the norm. Each of these sites resembles the headquarters of a spy ring, a thieves’ guild, or a hedonistic cult rather than the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
where, everything is. Every hag is infallible when it comes to keeping track of her treasures and other possessions. Her organization and labeling, if such a system exists, is designed to foil thieves
and serve as a final, vexing puzzle for anyone who tries to make use of an item without her consent. A hag’s treasure — like a gift from a fey being — should be doubted and even feared rather than
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Variant Abilities When a beholder’s dream-imagination runs wild, the result can be an offspring that has an unusual or unique set of abilities. Rather than the standard powers of a beholder’s central
alternative spell effects for a beholder’s eye. Each of these effects is designed to be of the same power level as the one it replaces, enabling you to create a custom beholder without altering the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, and the flesh gnawers, which rely on natural savagery rather than weapons to tear apart their foes. A pack of hyenas is always part of the band, and sometimes these beasts are as numerous as the
preserve the bones of their fallen comrades, so that a pack lord or a flind can perform a ritual to Yeenoghu to turn them into loyal, undead followers known as witherlings. Even after death, gnoll
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Adventure Structure Waterdeep: Dragon Heist consists of an introductory adventure designed to familiarize player characters with the city of Waterdeep and provide them with a base of operations
unconscious rather than killed. Such characters might awaken in an alley, a sewer tunnel, or a prison cell, with or without their gear. Conversely, they might awaken safe and sound with all their gear in a private residence, being cared for by friendly NPCs who took them in.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Domains of Dread. They don’t always claim their victims bodily, though. Rather, the Mists might steal characters’ minds, placing them into survivors involved in specific terrifying scenarios. Perhaps
survivors are designed to engage with terrifying circumstances, but their triumph over such threats is not assured. Players’ decisions will certainly impact the survivors’ fates, but if it seems like doom






