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Returning 35 results for 'bigger been diffusing common regard'.
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monsters
wonders with those who enter her woods with empty hands and open eyes. The story above is clearly apocryphal, but it’s a common tale with many variations, such as her children founding nearby towns
revenge.Bludgeoning, Piercing, Poison, SlashingCold, Necrotic, PsychicTree Stride. If within 5 feet of a Large or bigger tree, the Forest Queen teleports to an unoccupied space within 5 feet of a second Large or bigger tree that is within 60 feet of the previous tree.
Noble
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?
What&rsquo
shunned by the rest of your family?
Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of
Half-Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
their mighty deeds.
Scarred and Strong
Half-orcs exhibit a blend of orcish and human characteristics, and their appearance varies widely. Grayish skin tones and prominent teeth are the most common
shared elements among these folk.
Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars, though, mark an orc or half-orc as a former prisoner or a disgraced
Knight
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?
What&rsquo
shunned by the rest of your family?
Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of
Folk Hero
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the
tyrants and monsters that threaten the common folk everywhere.
Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: One type of artisan’s tools, vehicles (land
Species
Spelljammer: Adventures in Space
Hadozees’ progenitors were mammals no bigger than house cats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to
follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one
Backgrounds
Baldur’s Gate: Descent into Avernus
bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?
What&rsquo
shunned by the rest of your family?
Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of
Magic Items
Lost Laboratory of Kwalish
common or uncommon magic weapon with which you are proficient, or a spell scroll featuring a spell of a level you can cast, appears in your hands. The DM chooses the weapon or spell, which you
duration of the adventure. In addition, a common or uncommon wondrous item appears in your hands. The DM chooses the item, which you possess for the duration of this adventure.
Talons. Every magic
Backgrounds
Sword Coast Adventurer's Guide
Many organizations active in the North and across the face of Faerûn aren’t bound by strictures of geography. These factions pursue their agendas without regard for political boundaries
choice, as appropriate to your factionLanguages: Two of your choiceEquipment: Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common
Backgrounds
Baldur’s Gate: Descent into Avernus
imagination can turn on such champions almost as quickly as it anoints them.
You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as
their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.
Skill Proficiencies: Animal Handling, Survival
Tool
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Scarred and Strong Half-orcs exhibit a blend of orcish and human characteristics, and their appearance varies widely. Grayish skin tones and prominent teeth are the most common shared elements among
these folk. Half-orcs stand between 5 and 7 feet tall and usually weigh between 180 and 250 pounds. Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Scarred and Strong Half-orcs exhibit a blend of orcish and human characteristics, and their appearance varies widely. Grayish skin tones and prominent teeth are the most common shared elements among
these folk. Half-orcs stand between 5 and 7 feet tall and usually weigh between 180 and 250 pounds. Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Having been trained in his youth to fight ogres and trolls, he’s much more dangerous against creatures that are significantly bigger than he is. Elkhorn
Medium Humanoid (Dwarf), Lawful Good
Armor Class
Throws Str +1, Con +5
Skills Perception +2, Survival +2
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 12
Languages Common, Dwarvish
Challenge 2 (450 XP) Proficiency
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Having been trained in his youth to fight ogres and trolls, he’s much more dangerous against creatures that are significantly bigger than he is. Elkhorn
Medium Humanoid (Dwarf), Lawful Good
Armor Class
Throws Str +1, Con +5
Skills Perception +2, Survival +2
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 12
Languages Common, Dwarvish
Challenge 2 (450 XP) Proficiency
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Scarred and Strong Half-orcs exhibit a blend of orcish and human characteristics, and their appearance varies widely. Grayish skin tones and prominent teeth are the most common shared elements among
these folk. Half-orcs stand between 5 and 7 feet tall and usually weigh between 180 and 250 pounds. Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Having been trained in his youth to fight ogres and trolls, he’s much more dangerous against creatures that are significantly bigger than he is. Elkhorn
Medium Humanoid (Dwarf), Lawful Good
Armor Class
Throws Str +1, Con +5
Skills Perception +2, Survival +2
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 12
Languages Common, Dwarvish
Challenge 2 (450 XP) Proficiency
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Scarred and Strong Half-orcs exhibit a blend of orcish and human characteristics, and their appearance varies widely. Grayish skin tones and prominent teeth are the most common shared elements among
these folk. Half-orcs stand between 5 and 7 feet tall and usually weigh between 180 and 250 pounds. Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Scarred and Strong Half-orcs exhibit a blend of orcish and human characteristics, and their appearance varies widely. Grayish skin tones and prominent teeth are the most common shared elements among
these folk. Half-orcs stand between 5 and 7 feet tall and usually weigh between 180 and 250 pounds. Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Scarred and Strong Half-orcs exhibit a blend of orcish and human characteristics, and their appearance varies widely. Grayish skin tones and prominent teeth are the most common shared elements among
these folk. Half-orcs stand between 5 and 7 feet tall and usually weigh between 180 and 250 pounds. Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Wand Sheath Wondrous item, common (requires attunement by a warforged) A wand sheath clamps onto your arm and imparts the following benefits: The wand sheath can’t be removed from you while you’re
attached wand count as a single magic item with regard to the number of magic items you can attune to. If you remove the wand from the sheath, your attunement to the wand ends.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-foot-tall golems worship the Mad Mage as a god and regard the Runestone as his eye into their dark domain. The Stonecloaks don’t like it that a lich has taken refuge in the stalagmite tower, but
. It understands the following languages but can’t speak: Abyssal, Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, and Undercommon. Stonecloaks use a system of eye blinks to communicate nonverbally with one another.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Common Doors The Doors table provides the AC and Hit Points for common doors, which are Medium objects. With the Utilize action, a creature can try to force open a door that is barred or locked
, doing so with a successful Strength (Athletics) check. The table provides the DC of the check. For bigger doors, double or triple the Hit Points and increase the DC of the check by 5. Doors Door AC HP
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Common Doors The Doors table provides the AC and Hit Points for common doors, which are Medium objects. With the Utilize action, a creature can try to force open a door that is barred or locked
, doing so with a successful Strength (Athletics) check. The table provides the DC of the check. For bigger doors, double or triple the Hit Points and increase the DC of the check by 5. Doors Door AC HP
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Wand Sheath Wondrous item, common (requires attunement by a warforged) A wand sheath clamps onto your arm and imparts the following benefits: The wand sheath can’t be removed from you while you’re
attached wand count as a single magic item with regard to the number of magic items you can attune to. If you remove the wand from the sheath, your attunement to the wand ends.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-foot-tall golems worship the Mad Mage as a god and regard the Runestone as his eye into their dark domain. The Stonecloaks don’t like it that a lich has taken refuge in the stalagmite tower, but
. It understands the following languages but can’t speak: Abyssal, Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, and Undercommon. Stonecloaks use a system of eye blinks to communicate nonverbally with one another.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Common Doors The Doors table provides the AC and Hit Points for common doors, which are Medium objects. With the Utilize action, a creature can try to force open a door that is barred or locked
, doing so with a successful Strength (Athletics) check. The table provides the DC of the check. For bigger doors, double or triple the Hit Points and increase the DC of the check by 5. Doors Door AC HP
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-foot-tall golems worship the Mad Mage as a god and regard the Runestone as his eye into their dark domain. The Stonecloaks don’t like it that a lich has taken refuge in the stalagmite tower, but
. It understands the following languages but can’t speak: Abyssal, Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, and Undercommon. Stonecloaks use a system of eye blinks to communicate nonverbally with one another.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Wand Sheath Wondrous item, common (requires attunement by a warforged) A wand sheath clamps onto your arm and imparts the following benefits: The wand sheath can’t be removed from you while you’re
attached wand count as a single magic item with regard to the number of magic items you can attune to. If you remove the wand from the sheath, your attunement to the wand ends.
Backgrounds
Baldur’s Gate: Descent into Avernus
gaming set, vehicles (land)
Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common
regard you with suspicion, and you generally get a chilly reception while in uniform.
BALDUR’S GATE FEATURE: LOYALTY TEST
You’ve had enough dealings with crooked soldiers that you can spot
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
.
Beast Masters and Slave Drivers
Goblins know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Their god
Adventurer’s Guide.) Use one of the warlock stat blocks in appendix B to represent this goblin, adding darkvision and the Nimble Escape traits common to all goblins.
Booyahg Booyahg Booyahg. This
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Faction Agent Many organizations active in the North and across the face of Faerûn aren’t bound by strictures of geography. These factions pursue their agendas without regard for political boundaries
Languages: Two of your choice Equipment: Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 15 gp
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Faction Agent Many organizations active in the North and across the face of Faerûn aren’t bound by strictures of geography. These factions pursue their agendas without regard for political boundaries
Languages: Two of your choice Equipment: Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 15 gp
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Faction Agent Many organizations active in the North and across the face of Faerûn aren’t bound by strictures of geography. These factions pursue their agendas without regard for political boundaries
Languages: Two of your choice Equipment: Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 15 gp
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
eagles who speak Common, welcome the characters to Derwyth’s wood. The eagles are loyal to Derwyth and friendly to those who regard her home with respect. They spend their days soaring over the valley
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
githzerai from level 15; unlike most githyanki, Urlon sympathizes with githzerai and doesn’t regard them with utter contempt. If the characters are willing to listen, Urlon tells them in Common that
pair) is a six-volume doctrine of planar philosophy written in Common titled The Spectrum of Multiversal Beliefs, which delves deeply into the conflicting cosmic philosophies of several different






