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Returning 35 results for 'before build defusing clans reside'.
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Changeling
Legacy
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Species
Eberron: Rising from the Last War
changelings with suspicion.
A Hidden People
Wherever humans live, changelings reside also; the question is whether their presence is known.
Changelings are born to one of three paths. A few are raised
knowing another like themselves. Others are part of nomadic changeling clans spread across the Five Nations, families who keep their true nature hidden from the single-skins. Some clans maintain safe
Species
Mordenkainen Presents: Monsters of the Multiverse
astral clouds.
Githyanki who reside in the Astral Plane can live indefinitely.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical
;Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores
Human
Legacy
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Species
Basic Rules (2014)
shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty
build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
A Hidden People Wherever humans live, changelings reside also; the question is whether their presence is known. Changelings are born to one of three paths. A few are raised in stable communities
themselves. Others are part of nomadic changeling clans spread across the Five Nations, families who keep their true nature hidden from the single-skins. Some clans maintain safe havens in major cities and
Species
Mordenkainen Presents: Monsters of the Multiverse
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For
of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
battle between Humanoid clans and the ancient dragonlords and their broods, the dragons triumphed and claimed dominion over the clans, which now bear the dragons’ names. If you want to build a campaign that puts dragons in a similarly prominent role, consider any of the following options.
are a vast domain governed by an assembly of ancient wyrms representing eighty-eight clans of chromatic, metallic, and gem dragons. The council’s subjects include dozens of Humanoid peoples, some of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Reghed Tribe Camp Reghed tribe camps are scattered throughout Icewind Dale. None of them appear on maps because they don’t stay in one place for long. Each Reghed tribe is made up of smaller clans
before them by Auril the Frostmaiden. Before the characters find one of these camps, review the information on the Reghed tribes and their leaders in appendix C. While it’s not unheard of for clans of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
many places the most dominant. Their cultural and societal makeup runs the gamut, from the cosmopolitan folk who reside in great cities such as Baldur’s Gate and Waterdeep to the barbarians who rage
Great Glacier to the fertile shores along rivers and seas. Humans find ways to survive and to thrive almost anywhere. In locations where elves and dwarves have withdrawn, humans often move in and build
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Vistani The Vistani (singular: Vistana) are wanderers, traveling about in horse-drawn, barrel-topped wagons, which they build themselves. Compared to Barovians, they are flamboyant, dressing in
preserving the Vistani way of life. Vistani elders make all the important decisions, but whether by choice or because of their age, tend to speak in cryptic, flowing riddles. Vistani families and clans
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
emerges from death and decay. Gruul Clans. Raging against civilization and its defilement of the natural world, the loose alliance of the Gruul Clans is led by the cyclops Borborygmos. Izzet League. Led by
the dragon Niv-Mizzet, the Izzet League is a guild of scientists and engineers who build and sustain Ravnica’s infrastructure while conducting wild experiments in magic — efforts that usually involve
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
by their gold dwarf cousins. Shield dwarf crafters build to last, and each one’s signature mark placed upon an enduring masterpiece serves as a way of gaining immortality. DWARF CLANS OF THE NORTH
there is a complex relationship between family, clan, and the larger society.
Some of the dwarf clans in the North are Arnskull, Battlehammer, Blackbanner, Blackhammer, Bucklebar, Darkfell, Deepaxe
Monsters
Fizban's Treasury of Dragons
","rollAction":"Connected Creatures"}
Connected Creatures
1
An ancient topaz dragon has decided to set local ogre and bandit clans against one another, hoping they wipe each other out.
2
An
, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
at the touch of a child when they are unlocked. While some other races erect statues or build special structures to honor their heroes or commemorate momentous events, the dwarves live and work within
open to clan members but forbidden to all outsiders. Even dwarves from other clans are granted access to such a place only after earning the trust of their hosts. These inner precincts hold the stuff of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Knucklebones, serving as a garage where they build and repair infernal war machines. The Knucklebones answer to Mad Maggie, a night hag warlord who has an agreement with Zariel: the archduke of Avernus leaves
Fort Knucklebone alone as long as Mad Maggie keeps the other warlords in the area in check. Lulu believes that the kenku from the visions reside in the fort and may be able to help, which is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Nine Dread Princes reside, with each of these dungeons stocked with enough monsters and hazards to advance the adventurers two or three levels. The adventurers spend their whole careers fighting the
and using it to defeat a cosmic threat. Example 2: Agents of X You can also build a campaign around the idea that the adventurers are agents of something larger than themselves — a kingdom or secret
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
relaxed and open attitude toward the outside world. Because they dwell in regions that lack the towering peaks that their mountain kin favor, they build stone fortresses that start above ground and end in
great empire known as Kal-Thax. They have long been split into several clans based on traditional roles that were established in Kal-Thax and its successor settlements. Yet, as with much on Krynn, the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Lockbury Henge Yon is home to eight clans of korreds. Queen Argantle, elected to rule over all eight clans, protects this sacred site. Lockbury Henge is meant to be a place where korreds can enjoy
) prevents the korreds from harming the characters. Appendix D has additional roleplaying notes for Argantle. As an action, Argantle can call forth the remaining six leaders of the korred clans of Yon
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
ruthless and canny ruler who engages in secret meetings with all the city’s councils and clans to keep their members guessing what he’s up to, hands out favors out of the blue, and lets it be known that
keeps all the city’s factions at each other’s throats and out of Horgar’s way. Council of Lairds This advisory body represents the interests of the different clans that have pledged allegiance to the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. Among the guilds that share that affinity, centaurs favor the rubblebelts of the Gruul Clans and the wide plazas of the Selesnya Conclave over the undercity tunnels of the Golgari and the laboratories of
bodies, and delight in the feeling of running alongside herds and packs of other beasts. Clans and Community Centaurs sense the interconnectedness of the natural world. Thus, they celebrate family and
Kobold
Legacy
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Volo's Guide to Monsters
sewer tunnels, paying them with food and tools the kobolds wouldn’t have access to on their own. If they are treated well and left alone to do the job, the kobolds work industriously and build a
, they might build a warren and make a permanent home there, while continuing to expand the town’s sewers as the community grows. These so-called “city kobolds” live underground but
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Midgard. Similarly, one vision of the planes where the deities of the Forgotten Realms reside situates a number of celestial planes in the branches of a World Tree, while the fiendish planes are linked by
, like a hole torn in the fabric of the cosmos. Other Visions As you build your own cosmology, consider the following alternatives. The Omniverse. This simple cosmology covers the bare minimum: a Material
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
clans, each with its own chieftain and tribal shaman. The chieftains of a particular tribe choose one among them to become the great chief of the tribe, with power comparable to a monarch. The Uthgardt
more information on Uthgardt shamans.) Uthgardt hunt and forage for food. With one notable exception among the tribes, they don’t build houses or permanent settlements, preferring a nomadic lifestyle
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Denizens Ten stone giants reside in Deadstone Cleft when the adventurers arrive, including Thane Kayalithica. With the exception of the giant in area 6, who checks on the roc, the giants remain in
Blue Bear scouts and 1 Uthgardt shaman (see appendix C) bearing news from other Blue Bear clans 91–95 1 stone giant carrying a sack of nonmagical, human-sized weapons and armor collected from a distant
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the vast majority of Akros’s population, the serfs largely reside outside the protection of the Kolophon, laboring to grow the staple crops that support Akros’s citizens and its trade. A relatively
small number of serfs are skilled artisans who manage to build a more prosperous life for themselves with their crafts. But even these wealthier serfs can’t own the land they live on, and they enjoy few
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the Lower City, where stone, slate-roofed houses stand (sometimes unsteadily), and the folk who have long performed the real work of the city reside. Baldur’s Gate depends on trade, and that trade flows
. Becoming a patriar is out of the question. Still, the wealthiest Baldurians live as much like the patriars as they can, buying up adjacent properties in the hopes of demolishing them in order to build
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
mine. When they delved too deeply, the dwarves there discovered the presence of a great being of flame, sealed the mines, and left. Only later, when the humans begged the Delzoun dwarves to build one
clans have relations or honored dead among those interred. Deeper still is the Great Forge of Gauntlgrym, where in times past hammers rang off adamantine anvils to forge wonders from every conceivable
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
factions can be based on many other aspects of dragon identity in addition to those above. The five dragon-ruled clans of Tarkir, for example, each identify with one aspect of draconic nature—the scale
unique in this system. Alternatively, you could build draconic factions around ideals and goals that aren’t specifically draconic, perhaps applying a dragon overlay to the ten guilds of Ravnica or
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
build sturdy ships that are capable of weathering the tumultuous seas around their home. Ffolk Names: (Male) Artur, Bern, Colin, Manfred, Tristan; (female) Alicia, Gennifer, Meridith, Elaine, Olivia
, Sulyma Shaaran Dark-haired and tan-skinned nomads from southern Faerûn, the Shaarans are skilled hunters, archers, and riders who revere various nature deities. They are organized into clans under the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
outer reaches of the forest periodically, while several wood elf clans dwell at its edge. The two forces are generally successful at keeping the monsters of the Dreadwood in check, but at times a
than rafts to traverse it. The Dunwater’s nature makes it an ideal stalking ground for bandits. Outlaws and evil humanoids build temporary forts along the river, keeping a watch out for anyone trying to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
clouds anymore, but most do reside atop high mountains, inside or even above a near-perpetual cloud layer. A select few — those at the apex of the clan’s ordning — claim the last of the ancient cloud
castles that still drift across the sky. No one can build those majestic structures any longer. The methods of their construction were lost (along with much other knowledge) when Ostoria fell. Some
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
contacts are — facts that you can build on by working with your DM to add some details. The table entries for contacts are written in the first person, where “I” is your character. You’ll roll twice on the
your new guild, although your DM might decide that it takes you a while to gain the full benefit. For example, a character who leaves another guild to join the Gruul Clans doesn’t immediately know the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
build other structures in the village, and its cellars and dungeons are waterlogged. A hidden chamber in the dungeon holds a permanent teleportation circle used by the Blackstaff (Waterdeep’s highest
villagers tether canoes to their cottages so that they can move about during the river’s rise. Ruathym The human clans of Ruathym (see map 3.10) are at war with Luskan and have been for as long as any of them
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
political turmoil in Citadel Abdar, the elders of Adbar’s dwarven clans hired a doppelganger to impersonate King Harnoth. True power in Citadel Adbar now lies with the clan elders, who meet in secret
summon them to their throne hall for an audience. King Morinn and Queen Tithmel tell the characters about their suspicions concerning Ironslag and ask them to investigate. In return, they offer to build
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Northedge Holdfast Holdfast is the heart of Sharn’s native dwarf population. The ancestors of the Holdfast dwarves helped build Sharn, and many of its people are stonemasons, architects, and smiths. Holdfast
maintained, and the district has a few thriving businesses. Most of the warforged that reside in Sharn work in Blackbones. The Cogs The
Sharn Inquisitive
Who owns sharn? Portrait of The ir’Tains and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Locations M - P Maelstrom The daughters of King Hekaton reside in this undersea fortress, which stands amid reefs and barnacle-covered shipwrecks in the depths of the Trackless Sea. See chapter 10
difficult on even the best of days. The forest is patrolled by wood elves, who defend the woods from poachers. Visitors who leave the inhabitants of the Misty Forest alone, and who build their campfires






