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races
Lorwyn: First Light
Kithkin are short folk with stout legs, long arms, and sturdy torsos. Their broad faces; round ears; and large, expressive eyes lend them a vaguely ursine appearance.
Most kithkin are linked by an
Book of Kith and Kin. They also often entertain many superstitions, particularly related to Lorwyn’s incarnations of nature.
In Shadowmoor
Shadowmoor kithkin are more insular and xenophobic
Gnome
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with
whenever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are
Fighter
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior
Fighter
As you build your fighter, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane warriors
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a
identities and affiliations, recognize related dwarves, and invoke their ancestors’ names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.
Dwarves in other lands are
Kobold
Legacy
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Species
Volo's Guide to Monsters
strong social structure that stresses devotion to the tribe, are clever with their hands, and viciously work together in order to overcome their physical limitations.
In the kobolds’ version of
use for healing magic, and a sorcerer can meet most of the tribe’s other magic-related needs. Kobold shamans are very rare; priests of Kurtulmak, when they reveal themselves, are easily recognized
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Ice Hunters The Ice Hunters are nomads that have lived in the North far longer than any other humans. Short, dark-haired, broad-faced, and with light brown skin, they cling stolidly to their culture
boats called khyeks or oumyeks across the frigid water. They worship totems of animals from the world around them, such as Clever Oomio the gray seal, Grandfather Walrus, Great White Bear, and
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Victory”). If your players use clever tactics during the battle, grant them one or more of the following benefits, as appropriate: Their enemies are frightened for one or more rounds. The players
surprise their enemies in the next combat. The players gain advantage on any ability checks related to their current task. Each character gains inspiration. If the players fail this objective, their allies
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Ice Hunters The Ice Hunters are nomads that have lived in the North far longer than any other humans. Short, dark-haired, broad-faced, and with light brown skin, they cling stolidly to their culture
boats called khyeks or oumyeks across the frigid water. They worship totems of animals from the world around them, such as Clever Oomio the gray seal, Grandfather Walrus, Great White Bear, and
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Kithkin Kithkin are short folk with stout legs, long arms, and sturdy torsos. Their broad faces; round ears; and large, expressive eyes lend them a vaguely ursine appearance. Most kithkin are linked
superstitions, particularly related to Lorwyn’s incarnations of nature (see chapter 3). In Shadowmoor Shadowmoor kithkin are more insular and xenophobic. They mostly live in fortified settlements called douns
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Boros Legion AARON MILLER A brown-bearded, broad-chested man clad in massive-shouldered plate armor led a battalion of soldiers, the symbol of the Boros Legion emblazoned on white cloth draped over
guild. Aurelia, the current angelic guildmaster, is the third to hold that title. A PROUD MARTIAL TRADITION
Minotaurs have a reputation for being both fierce warriors and clever strategists. Thick of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Skills Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an
associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Skills Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an
associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
simply hunts. The leader of a hunt is handpicked by one of the grim champions and is usually the most powerful Undead on the hunt, although sometimes a weak but clever Undead is given command over
Things and related topics, such as the Solar Bastion (see chapter 10), Heralds of the Comet (see chapter 12), and rifflers (see chapter 21). Because the Undead are bound to the Gardens of Decay, the hunt
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
clever are crafters and strategists, the toughest are miners and beast-wranglers, and so on. Even a stupid or physically weak kobold is given a role in the tribe, whether something as simple as picking
against intruders, and their plans always include knowing the best escape routes and who is responsible for blocking tunnels to deter pursuit. Kobolds feel a cool affinity or something like kinship for
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragons’ power is related to both age and the size of their hoards in ways that clever dragons—and would-be dragonslayers—can exploit. Wyrmlings Wyrmling dragons begin acquiring hoards as soon as they can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
between adventurers and chromatic dragons might follow this broad outline: Levels 1–4. Consider introducing this conflict as the adventurers reach level 3 or 4, with the adventurers confronting an
for lost Artifacts and other magic items, secure such items, and use magic and monsters to conquer rival nations. An Iuz Arc. The conflict between adventurers and Iuz might follow this broad outline
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Simulation Chambers Each simulation chamber is a broad circular space with a domed ceiling, its stone walls carved with arcane runes that fill the area with bright light. Each chamber is equipped
invited the autognome to Spelljammer Academy, and he’s been there ever since.
Mister Blip is a walking encyclopedia of knowledge on all subjects related to spelljamming. Chances are if you have a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
hidden features, acquiring rare maps, and using different modes of transportation in secure and clever ways. Noteworthy Cartographers: Rosie Beestinger (“C” Team), Brahma Lutier (“B” Team, retired
find a map either related to your current mission or inspiring a new one. On a success, you find a map with a prominent landmark. The map has information on the natural terrain within one mile of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters the following questions: “Who are you, and what are your ideals?” (Ideals related to running a business or earning a fortune appear to please the clockwork creatures.) “Who do you serve?” (The
ultimately unsuccessful in their attempt to claim the component, because the orrery’s creator is using the vaults of Horn Enclave as a clever ruse. A lich named Lottie created the orrery — and then
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
polis is called the Reverent Army, and aims as much to exalt the glory of the pantheon as to defend Meletis. The soldiers are clever and resourceful, believing their piety leads the gods to smile upon
home. Many take part in work near and under the water that other peoples are ill-suited to, but increasingly tritons find work not related to the sea, with triton restaurants, chemists, and members of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
clear a pile of stony rubble inside the derro’s lair The walls of this rough-hewn chamber have been painted with broad, jagged lines of black and white. On the west side of the room, fragments of a
of bones, and other macabre paraphernalia lie scattered around the room. An eerie, persistent scratching sound comes from behind the fallen masonry blocking the far end of the room.
This was the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Island Theme Each island encountered has a theme chosen or rolled on the Island Theme table. This theme defines the island’s story in one broad stroke. Once you have a theme, consult its section
after the table to determine related details and story hooks. Island Theme d6 Theme 1 Alien 2 Cursed 3 Hostile 4 Sanctum 5 Welcoming 6 Wild Alien Alien islands are inhabited by isolated creatures
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
: The walls of this chamber are crudely dug and covered with scratches—particularly around seams of glistening ore. A half dozen deep alcoves circle a broad, open space. Two bodies lie in the center of
on a DC 12 Intelligence (Arcana or Religion) check knows that the runes are related to conjuration magic but can tell nothing more. Awa is ambushed by an aurumvorax in the depths of the Goldwarren
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
adventurers, as the characters soon discover. Approaching the Nest As the characters draw closer, they see a broad expanse of detritus and guano spread out below the nest. With a successful DC 10 Wisdom
filled with humanoid dating advice. At any point at which the characters offer to cease hostilities, or if they are clever enough to negotiate with Raah from the outset, proceed as follows. Dating Advice
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
alongside dwarf fighters from the Copperlocks clan. Travelers in need of shelter can rest on cots in the guard towers that surround the place, but only those with business related to the mine are
allowed inside the gates without supervision. The mine is a broad shaft dug into a steep hillside near the shore. Stone walls encompass it, with two guard towers overlooking the main gate and three other
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
academy’s mandate, but members find opportunities to undertake far-flung research expeditions—only so much can be learned in libraries, after all. An academy’s focus can be broad or singular, artistic
), your primary interests involve aiding your contact in their research. Alternatively, you might work to further the academy’s efforts in another way, perhaps related to security or funding. The Academy
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
wall, effectively blocking it, is a large crystal statue of a minotaur.
One ogre zombie, two ghasts, and one minotaur living crystal statue (see appendix C) guard this area. Unless a character in
fighting machines. Their heads are smooth, featureless iron balls. Their torsos are short and broad, and their legs are thick and stumpy. The right forearm of each one is a razor-sharp sword blade
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
blocking it out of the way. Characters attempting to hold the door become suddenly distracted, unable to remember why they were doing so. Characters who refuse to enter the inn feel oddly compelled to move
connected to the “C” Team’s quarters (area 9) contains books, notes, and maps related to their exploits, as well as mundane personal effects. The shared study connected to the inn’s currently empty rooms
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Adventure Models Giants serve as adversaries in many D&D adventures, but that’s not the only possible role for them in your game. This section outlines five broad categories of adventures, including
miners out, then send their own azer servants to plunder the mineral-rich mines. The miners seek help to reclaim their mines. 5 A clever cloud giant plays several other powerful creatures against each
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
feet above the broad mud pool below. A wooden trough connects the ship to a nearby water tower, and a crude bridge suspended between the crane and the ship’s deck promises a treacherous climb. Steam
cunning and clever. If combat breaks out here, he remains hidden in the water while the skum do the fighting. He makes a Dexterity (Stealth) check in an attempt to hide. As long as he remains unnoticed
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
by city stipends and tips from grieving loved ones. In secret, the Candulhallows have grown quietly rich off a variety of death-related scams. Chief among these is a secret smuggling arrangement with
Expeditions. Now Shilvin can sell her modest selection of goods and any jungle-related gear only after a ten-day waiting period, helping to ensure that fewer citizens rush off to Chult unprepared. To make up
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
stipends and tips from grieving loved ones. In secret, the Candulhallows have grown quietly rich off a variety of death-related scams. Chief among these is a secret smuggling arrangement with Nine-Fingers
Shilvin can sell her modest selection of goods and any jungle-related gear only after a ten-day waiting period, helping to ensure that fewer citizens rush off to Chult unprepared. To make up for the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
walls in this broad chamber, the floor of which is stained with blood and black ichor. On the wall between two weapon racks to the east is a contact stone.
Lahnis, Red Wizard Creatures. Lahnis, a Red
failed check, the spell slot is expended but the creature remains soul bound. Kelson Darktreader Urns. The urns are magic and worthless but clever fakes that appear valuable, requiring a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
. Careful examination of the floor reveals many cracked bone fragments among the stalagmites. Once the lair of a chimera, this cavern is now home to Lludd, a clever and long-lived behir who ousted the
a Periapt of Proof against Poison left over from an unlucky explorer the behir digested. L16: Boulder Heap Small, rounded boulders are carefully stacked here, blocking the entrance to a wide tunnel
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, blocking a short staircase that climbs to a turret, is a ten-foot-tall marble statue of a reindeer.
The statue is a stone golem that guards the way to area P12. Zorhanna, her simulacrum, or someone
white cover and a crystal ball in a gilded stand.
The books on the shelves span many topics mostly related to nature, the planes, and the Feywild in particular. Treasure. Any character who spends 1






