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Returning 35 results for 'beyond button defusing center race'.
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Spells
Player’s Handbook
directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you
chose until the spell ends or you choose a different effect.
Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool
Monsters
Strixhaven: A Curriculum of Chaos
straight line toward the center of the sphere. On a successful save, the creature takes half as much damage and isn’t pulled. A creature caught in the area of multiple warps is affected by only one
"} force damage.Somewhere in the lands beyond Strixhaven’s borders lives the Oracle: a wise and accomplished mage, tasked by the Founder Dragons to ensure that the magic of Strixhaven is used to
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
.
EXCELLENT AMBASSADORS
Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and
coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
Key. A
30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.
Moon. You are granted the
Halfling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
, even by the standards of his diminutive race, with the fluff of his curly brown locks barely cresting the three-foot mark, but his belly was amply thickened by his love of a good meal, or several, as
colors.
Halfling practicality extends beyond their clothing. They’re concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their
Dragonborn
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the
self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they
Control Water
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool
. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base
Species
Mordenkainen Presents: Monsters of the Multiverse
Underdark and beyond.
Like other dwarves, duergar typically have a life span of 350 years.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a
fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
We spent three months tracking the green dragon before locating the forest in which it sought refuge. On our second day in that place, we woke to find the dragon’s head placed in the center
world.
A few rare firbolgs are entrusted by their clan with an important mission that takes them beyond their homes. These firbolgs feel like pilgrims in a strange land, and usually they wish only to
Monsters
Mythic Odysseys of Theros
beyond the branches of the tree and carpet the forest floor of her realm.
Path to the Underworld. Tales are told of forlorn souls who, because of grief or madness over the loss of a loved one, have
touching her webs. Each creature restrained by a web or Arasta’s Web of Hair must make a DC 21 Intelligence saving throw. On a failed save, Arasta gains knowledge of a creature’s name, race
Monsters
Mordenkainen Presents: Monsters of the Multiverse
violet eyes. In a breeze or when aloft, the creature’s scales and hair appear to blaze with a holy, golden fire.
Beyond their coloration, ki-rins vary in appearance based on the deity each one
lair. The spell’s point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn’t need to maintain a clear path to the sky or to concentrate for the
Species
Spelljammer: Adventures in Space
blossom into hard feelings, loud arguments, and head-butting contests, but they rarely escalate beyond that.
Creating Your Character
When you create your D&D character, you decide whether your
character is a member of the human race or one of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
eye and ten small peripheral eyes. (Hidden behind the tapestry is a secret door.)
Crystal Door. A crystal door in one corner of the room stands closed. Beyond the door is a small, magically lit
pale white light, illuminating the whole chamber.
Key. Lying on the chamber floor is a flat mithral key.
The buttons on each brass panel and their effects are as follows: The top button is engraved
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
eye and ten small peripheral eyes. (Hidden behind the tapestry is a secret door.)
Crystal Door. A crystal door in one corner of the room stands closed. Beyond the door is a small, magically lit
pale white light, illuminating the whole chamber.
Key. Lying on the chamber floor is a flat mithral key.
The buttons on each brass panel and their effects are as follows: The top button is engraved
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
eye and ten small peripheral eyes. (Hidden behind the tapestry is a secret door.)
Crystal Door. A crystal door in one corner of the room stands closed. Beyond the door is a small, magically lit
pale white light, illuminating the whole chamber.
Key. Lying on the chamber floor is a flat mithral key.
The buttons on each brass panel and their effects are as follows: The top button is engraved
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
16. Wongo’s Tomb A deep pit opens up at the entrance to this tomb, with a stone sarcophagus resting at the bottom. A snarling monkey-like creature decorates the sarcophagus lid. Beyond the pit, three
chest is shut, the chest locks and the clamps snap shut on the key once more. Any character inside the chest when this happens is trapped. At the same time, a button magically appears on the lid of
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future
seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 4: Personality and Background Characters are defined by much more than their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those
that class and race define. This section expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of backgrounds and languages, and the finer points of personality and alignment.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 4: Personality and Background Characters are defined by much more than their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those
that class and race define. This chapter expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of backgrounds and languages, and the finer points of personality and alignment.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 4: Personality and Background Characters are defined by much more than their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those
that class and race define. This section expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of backgrounds and languages, and the finer points of personality and alignment.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 4: Personality and Background Characters are defined by much more than their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those
that class and race define. This section expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of backgrounds and languages, and the finer points of personality and alignment.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 4: Personality and Background Characters are defined by much more than their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those
that class and race define. This chapter expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of backgrounds and languages, and the finer points of personality and alignment.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 4: Personality and Background Characters are defined by much more than their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those
that class and race define. This chapter expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of backgrounds and languages, and the finer points of personality and alignment.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
16. Wongo’s Tomb A deep pit opens up at the entrance to this tomb, with a stone sarcophagus resting at the bottom. A snarling monkey-like creature decorates the sarcophagus lid. Beyond the pit, three
chest is shut, the chest locks and the clamps snap shut on the key once more. Any character inside the chest when this happens is trapped. At the same time, a button magically appears on the lid of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
16. Wongo’s Tomb A deep pit opens up at the entrance to this tomb, with a stone sarcophagus resting at the bottom. A snarling monkey-like creature decorates the sarcophagus lid. Beyond the pit, three
chest is shut, the chest locks and the clamps snap shut on the key once more. Any character inside the chest when this happens is trapped. At the same time, a button magically appears on the lid of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Additional Languages Some backgrounds also allow characters to learn additional languages beyond those given by race. See “Languages” earlier in this section.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Additional Languages Some backgrounds also allow characters to learn additional languages beyond those given by race. See “Languages” earlier in this chapter.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Additional Languages Some backgrounds also allow characters to learn additional languages beyond those given by race. See “Languages” earlier in this chapter.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Additional Languages Some backgrounds also allow characters to learn additional languages beyond those given by race. See “Languages” earlier in this section.






