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Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
lazy, but when Linene came around looking for a missing broach, she was out the door before I could blink an eye.
— Toblen Stonehill, innkeeper
Hailing from a strange and distant land
homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves.
However, not all tabaxi are satisfied with such a life. The Cat Lord, the divine
Monsters
Fizban's Treasury of Dragons
reduced.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):
1/day each: blink
Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I am never so content as when contemplating the beauty and wonders of the
Monsters
Fizban's Treasury of Dragons
each: blink, control water, dispel magic, freedom of movement, globe of invulnerability, plane shift, protection from evil and good, sendingThe dragon can take 3 legendary actions, choosing from the
distinctive amethyst dragon characters.
Amethyst Dragon Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I am never so content as when
classes
Basic Rules (2014)
Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then
world where dire rats—and wererats—haunt the sewers.
As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards
Monsters
Fizban's Treasury of Dragons
components and using Intelligence as the spellcasting ability (spell save DC 18):
1/day each: blink, control water, dispel magic, protection from evil and good, sendingThe dragon can take 3 legendary
I am never so content as when contemplating the beauty and wonders of the multiverse.
2
I am a sworn protector against the depredations of the Far Realm, and I will root out its corruption
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Attack Rolls In combat, an attack roll is used to determine whether an attack hits. You can also use attack rolls to resolve noncombat activities that are similar to attacks in combat, such as an
archery contest or a game of darts. Assign an Armor Class to the target, decide whether the character is proficient with the weapon used, then have the player make an attack roll. (See also “Degrees of Success” in this chapter.)
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the tone, and major themes. Telling players what to expect prepares them as they imagine what sorts of characters they could create and launches conversations about content to be embraced and avoided
genres of horror from chapter 2 interest you. Being transparent with your players allows them to decide if this is a game they want to play, which is best to know before play begins.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the tone, and major themes. Telling players what to expect prepares them as they imagine what sorts of characters they could create and launches conversations about content to be embraced and avoided
genres of horror from chapter 2 interest you. Being transparent with your players allows them to decide if this is a game they want to play, which is best to know before play begins.
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
fascinating and fun, but when the content of the game crosses a player’s boundary, it stops being fun. The following information can help you keep your table safe and fun for everyone involved
isn’t a good fit for a player. A person may decide there are too many themes they are uncomfortable with and choose not to play this game, a decision that should be respected.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the tone, and major themes. Telling players what to expect prepares them as they imagine what sorts of characters they could create and launches conversations about content to be embraced and avoided
genres of horror from chapter 2 interest you. Being transparent with your players allows them to decide if this is a game they want to play, which is best to know before play begins.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
moving a lever, and the DM describes what, if anything, happens. For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
moving a lever, and the DM describes what, if anything, happens. For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
moving a lever, and the DM describes what, if anything, happens. For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
moving a lever, and the DM describes what, if anything, happens. For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
road, or a situation the characters are asked to resolve. You decide the scope of the decision the characters must make. You can ask them to make a simple choice (“Do you want to take the path along
ability checks (though another character can help, at your discretion). Whatever choice or challenge you decide the top card represents, the characters’ success or failure while dealing with that situation determines how you read the bottom card.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
moving a lever, and the DM describes what, if anything, happens. For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
road, or a situation the characters are asked to resolve. You decide the scope of the decision the characters must make. You can ask them to make a simple choice (“Do you want to take the path along
ability checks (though another character can help, at your discretion). Whatever choice or challenge you decide the top card represents, the characters’ success or failure while dealing with that situation determines how you read the bottom card.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
moving a lever, and the DM describes what, if anything, happens. For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
road, or a situation the characters are asked to resolve. You decide the scope of the decision the characters must make. You can ask them to make a simple choice (“Do you want to take the path along
ability checks (though another character can help, at your discretion). Whatever choice or challenge you decide the top card represents, the characters’ success or failure while dealing with that situation determines how you read the bottom card.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
bookshelf. Outside combat, the characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s
sections offer more detailed information on how an encounter typically unfolds, in three steps. Step 1: Describe the Situation As the DM, you decide how much to tell the players and when. All the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s actions. In combat, everyone takes
the DM, you decide how much to tell the players and when. All the information the players need to make choices comes from you. Within the rules of the game and the limits of the characters’ knowledge
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
bookshelf. Outside combat, the characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s
sections offer more detailed information on how an encounter typically unfolds, in three steps. Step 1: Describe the Situation As the DM, you decide how much to tell the players and when. All the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Horror Content Survey Take advantage of the time before your first game session to learn about your players’ thoughts related to horror adventures. To do this, create a brief list of questions
use them to guide what sort of adventures you’ll create. Content and Themes Questions Start your survey by listing common story and horror elements to determine your players’ comfort with them. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
bookshelf. Outside combat, the characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s
sections offer more detailed information on how an encounter typically unfolds, in three steps. Step 1: Describe the Situation As the DM, you decide how much to tell the players and when. All the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Horror Content Survey Take advantage of the time before your first game session to learn about your players’ thoughts related to horror adventures. To do this, create a brief list of questions
use them to guide what sort of adventures you’ll create. Content and Themes Questions Start your survey by listing common story and horror elements to determine your players’ comfort with them. The
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Horror Content Survey Take advantage of the time before your first game session to learn about your players’ thoughts related to horror adventures. To do this, create a brief list of questions
use them to guide what sort of adventures you’ll create. Content and Themes Questions Start your survey by listing common story and horror elements to determine your players’ comfort with them. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s actions. In combat, everyone takes
the DM, you decide how much to tell the players and when. All the information the players need to make choices comes from you. Within the rules of the game and the limits of the characters’ knowledge
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s actions. In combat, everyone takes
the DM, you decide how much to tell the players and when. All the information the players need to make choices comes from you. Within the rules of the game and the limits of the characters’ knowledge
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in action.) In such situations, have the characters take turns, though it’s usually not necessary to roll Initiative as you would in a combat encounter. Resolve one character’s actions before moving
something during exploration, you decide whether that action requires an ability check to determine success (as described in the earlier “Resolving Outcomes” section). Certain situations might call
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
conversations about content to be embraced and avoided. You don’t need to reveal the major plot points or twists in your story, but share the themes you’re interested in exploring, the kinds of stories you’re
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
conversations about content to be embraced and avoided. You don’t need to reveal the major plot points or twists in your story, but share the themes you’re interested in exploring, the kinds of stories you’re
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Random Encounters in Thither Roll for a random encounter whenever you feel it is appropriate; for example, you might decide to stage a random encounter while the characters are traveling toward a
, get the same result as on a previous roll, and don’t like the repetition, choose a different encounter that you think would be fun. Random Encounters in Thither d8 Encounter 1 Blink dogs 2
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Random Encounters in Thither Roll for a random encounter whenever you feel it is appropriate; for example, you might decide to stage a random encounter while the characters are traveling toward a
, get the same result as on a previous roll, and don’t like the repetition, choose a different encounter that you think would be fun. Random Encounters in Thither d8 Encounter 1 Blink dogs 2
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Random Encounters in Thither Roll for a random encounter whenever you feel it is appropriate; for example, you might decide to stage a random encounter while the characters are traveling toward a
, get the same result as on a previous roll, and don’t like the repetition, choose a different encounter that you think would be fun. Random Encounters in Thither d8 Encounter 1 Blink dogs 2
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
conversations about content to be embraced and avoided. You don’t need to reveal the major plot points or twists in your story, but share the themes you’re interested in exploring, the kinds of stories you’re