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Returning 35 results for 'blond build diffusing confident reasons'.
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Human
Legacy
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races
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
. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Build Your Group Membership in an adventurers’ guild doesn’t affect the composition of your party in any way, though it may provide added reasons for why a party features a diverse array of characters with varied fields of expertise.
Halfling
Legacy
This doesn't reflect the latest rules and lore.
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races
Basic Rules (2014)
among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar
communities are threatened.
Pastoral Pleasantries
Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Build Your Group Membership in an adventurers’ guild doesn’t affect the composition of your party in any way, though it may provide added reasons for why a party features a diverse array of characters with varied fields of expertise.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Build Your Group Membership in an adventurers’ guild doesn’t affect the composition of your party in any way, though it may provide added reasons for why a party features a diverse array of characters with varied fields of expertise.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Calishite Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. They’re found primarily in southwest Faerûn. Calishite Names: (Male) Aseir, Bardeid
are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Calishite Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. They’re found primarily in southwest Faerûn. Calishite Names: (Male) Aseir, Bardeid
are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Calishite Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. They’re found primarily in southwest Faerûn. Calishite Names: (Male) Aseir, Bardeid
are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. Calishite Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. They’re found primarily in southwest Faerûn. Calishite Names: (Male) Aseir, Bardeid
are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Calishite Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. They’re found primarily in southwest Faerûn. Calishite Names: (Male) Aseir, Bardeid
are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Calishite Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. They’re found primarily in southwest Faerûn. Calishite Names: (Male) Aseir, Bardeid
are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
traits of mountain dwarves in the Player’s Handbook. Their skin is usually fair, eyes green, hazel, or silver-blue, and they have brown, blond, or red hair. Full beards and mustaches are commonly seen
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
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
traits of mountain dwarves in the Player’s Handbook. Their skin is usually fair, eyes green, hazel, or silver-blue, and they have brown, blond, or red hair. Full beards and mustaches are commonly seen
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
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
traits of mountain dwarves in the Player’s Handbook. Their skin is usually fair, eyes green, hazel, or silver-blue, and they have brown, blond, or red hair. Full beards and mustaches are commonly seen
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
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
build specialized workshops for those purposes. Arcane Workshop Adventures Characters might find their way to an arcane workshop for a variety of reasons. Some possibilities are outlined in the Arcane
and tools to diagrams etched into the floors and walls. Although most workshops are controlled by House Cannith, that house is not the only group of artificers who build and operate such locations
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
build specialized workshops for those purposes. Arcane Workshop Adventures Characters might find their way to an arcane workshop for a variety of reasons. Some possibilities are outlined in the Arcane
and tools to diagrams etched into the floors and walls. Although most workshops are controlled by House Cannith, that house is not the only group of artificers who build and operate such locations
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
build specialized workshops for those purposes. Arcane Workshop Adventures Characters might find their way to an arcane workshop for a variety of reasons. Some possibilities are outlined in the Arcane
and tools to diagrams etched into the floors and walls. Although most workshops are controlled by House Cannith, that house is not the only group of artificers who build and operate such locations
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Start Here Luca Bancone White Plume Mountain is a natural
wonder—and a haunt of evil The City of Greyhawk is a great starting point for a D&D campaign for many reasons, as discussed in the
all begin in the Free City of Greyhawk. Bastion Friendly There are ample places within the city and on the city’s outskirts where adventurers can build Bastions (see chapter 8). Key Conflicts Two of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Start Here Luca Bancone White Plume Mountain is a natural
wonder—and a haunt of evil The City of Greyhawk is a great starting point for a D&D campaign for many reasons, as discussed in the
all begin in the Free City of Greyhawk. Bastion Friendly There are ample places within the city and on the city’s outskirts where adventurers can build Bastions (see chapter 8). Key Conflicts Two of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Start Here Luca Bancone White Plume Mountain is a natural
wonder—and a haunt of evil The City of Greyhawk is a great starting point for a D&D campaign for many reasons, as discussed in the
all begin in the Free City of Greyhawk. Bastion Friendly There are ample places within the city and on the city’s outskirts where adventurers can build Bastions (see chapter 8). Key Conflicts Two of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
boulders. Frost giants build targets out of snow and ice and compete to see who can knock down the most with a single toss. A popular one-on-one game begins with the challenger throwing a stone as
accurately with both arms as with one, a feat most humans would find impossible. These attacks are effective only at shorter ranges, however, for obvious reasons. When they hunt by rock throwing, giants
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
work is among the reasons Waterdeep remained so strong for so many years. Even when much of the city’s navy lay disabled in its harbor, the strong ships of Orlumbor proved sturdy enough that folk could
build ships for them, but thankfully, it’s never come to that. Now, Orlumbor once again serves Waterdeep, in exchange for coin, foodstuffs, and other goods from Faerûn.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
work is among the reasons Waterdeep remained so strong for so many years. Even when much of the city’s navy lay disabled in its harbor, the strong ships of Orlumbor proved sturdy enough that folk could
build ships for them, but thankfully, it’s never come to that. Now, Orlumbor once again serves Waterdeep, in exchange for coin, foodstuffs, and other goods from Faerûn.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
work is among the reasons Waterdeep remained so strong for so many years. Even when much of the city’s navy lay disabled in its harbor, the strong ships of Orlumbor proved sturdy enough that folk could
build ships for them, but thankfully, it’s never come to that. Now, Orlumbor once again serves Waterdeep, in exchange for coin, foodstuffs, and other goods from Faerûn.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
boulders. Frost giants build targets out of snow and ice and compete to see who can knock down the most with a single toss. A popular one-on-one game begins with the challenger throwing a stone as
accurately with both arms as with one, a feat most humans would find impossible. These attacks are effective only at shorter ranges, however, for obvious reasons. When they hunt by rock throwing, giants
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Individual Quests As described on the character sheets, the characters have their own reasons for visiting Dragon’s Rest. The Cleric The cleric was led here by a recurring dream involving the shadow
the character to continue on their path: “If your destiny is not clear to you yet, I’m confident it soon will be.” The Paladin Disillusioned with the corruption of Neverwinter, the paladin comes to
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Individual Quests As described on the character sheets, the characters have their own reasons for visiting Dragon’s Rest. The Cleric The cleric was led here by a recurring dream involving the shadow
the character to continue on their path: “If your destiny is not clear to you yet, I’m confident it soon will be.” The Paladin Disillusioned with the corruption of Neverwinter, the paladin comes to
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Individual Quests As described on the character sheets, the characters have their own reasons for visiting Dragon’s Rest. The Cleric The cleric was led here by a recurring dream involving the shadow
the character to continue on their path: “If your destiny is not clear to you yet, I’m confident it soon will be.” The Paladin Disillusioned with the corruption of Neverwinter, the paladin comes to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
boulders. Frost giants build targets out of snow and ice and compete to see who can knock down the most with a single toss. A popular one-on-one game begins with the challenger throwing a stone as
accurately with both arms as with one, a feat most humans would find impossible. These attacks are effective only at shorter ranges, however, for obvious reasons. When they hunt by rock throwing, giants
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Emridy Meadows. A character with the Wayfarer background might know Miklos as a generous man who gives away food and sometimes even lodging to people in need. Reasons to Visit. Adventurers might
visit the Black Dragon Inn for one of the following reasons: Eavesdropper’s Paradise. Many clandestine meetings occur at the Black Dragon. Adventurers eavesdropping on private conversations might overhear
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Emridy Meadows. A character with the Wayfarer background might know Miklos as a generous man who gives away food and sometimes even lodging to people in need. Reasons to Visit. Adventurers might
visit the Black Dragon Inn for one of the following reasons: Eavesdropper’s Paradise. Many clandestine meetings occur at the Black Dragon. Adventurers eavesdropping on private conversations might overhear
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Emridy Meadows. A character with the Wayfarer background might know Miklos as a generous man who gives away food and sometimes even lodging to people in need. Reasons to Visit. Adventurers might
visit the Black Dragon Inn for one of the following reasons: Eavesdropper’s Paradise. Many clandestine meetings occur at the Black Dragon. Adventurers eavesdropping on private conversations might overhear
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
them with (see the following section). Adirohit is unapologetic for his past deeds, even if Amanisha or others ask him to explain Manivarsha’s fate. He’s confident, though, that he can reestablish his
river and that soon enough humans will build a new, greater city on its banks. He invites the characters to rest here under his protection and tell him how the world has changed. Amanisha has no
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
them with (see the following section). Adirohit is unapologetic for his past deeds, even if Amanisha or others ask him to explain Manivarsha’s fate. He’s confident, though, that he can reestablish his
river and that soon enough humans will build a new, greater city on its banks. He invites the characters to rest here under his protection and tell him how the world has changed. Amanisha has no
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
them with (see the following section). Adirohit is unapologetic for his past deeds, even if Amanisha or others ask him to explain Manivarsha’s fate. He’s confident, though, that he can reestablish his
river and that soon enough humans will build a new, greater city on its banks. He invites the characters to rest here under his protection and tell him how the world has changed. Amanisha has no






