Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'both base during current race'.
Other Suggestions:
both best during currents race
both beast during currents race
both based during currents race
both blade during currents race
both beast during current range
Monsters
Guildmasters’ Guide to Ravnica
medusas of Ravnica, often called gorgons, are a monstrous race of creatures that appear superficially similar to human women. In place of hair, a gorgon has a writhing mass of black, serpentine
dreams of one day reclaiming control of the Golgari Swarm, or at least causing pain to its current guildmaster, Jarad Vod Savo (whose own sister displaced the medusas from their position).
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
hit points, you aren't knocked unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing
rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
races
shadow.
Sublime ravenfolk are a subrace of ravenfolk. You can find more about the base ravenfolk race in Midgard Heroes Handbook.
Sublime Ravenfolk Names
As with many other races whose native
Magic Items
Quests from the Infinite Staircase
fuel: powdered gemstones placed in the lantern’s base. The lantern can hold a maximum of 10,000 gp worth of powdered gems, and it contains 9,000 gp of fuel when found. Thereafter it attempts to
short or long rest. Once added, fuel can’t be removed from the lantern’s base.
The lantern’s flame can’t be extinguished by any means other than running out of fuel. If the
Magic Items
Quests from the Infinite Staircase
lightning damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one; the orb’s base damage is 6d6, and if at the end of your turn the orb hasn
location.
If you use a bonus action to speak the command word again, or if the snake is reduced to 0 hit points, the snake reverts to staff form in its current space.
Thunderclap. You point the
races
can find more about the base shade race in Tome of Heroes.
Stygian Shade Names
Shades of the Shadow Realm awaken with little to no memory of who they were in life and rarely know their own names
races
Mordenkainen Presents: Monsters of the Multiverse
scales. Their hair can resemble seaweed, waving as if in a current, or it can even be like water itself.
Genasi
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into
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
races
means.
Unbound satarre are a subrace of satarre. You can find more about the base satarre race in Tome of Heroes.
Unbound Satarre Names
Like other satarre, unbound satarre names often resemble names
races
Spelljammer: Adventures in Space
divine beings who created giff have likewise been forgotten. Their titanic petrified bodies drift on the Astral Sea, isolated and unrecognizable in their current forms.
Although they don’t realize
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->Guildmasters' Guide to Ravnica
Race Base Height Height Modifier Base Weight Weight Modifier Centaur 6'0" +1d10 600 lb. × (2d12) lb. Goblin 3'5" +2d4 35 lb. × 1 lb. Simic hybrid — as humanoid base option — Loxodon 6'7" +2d10 295 lb
. × (2d4) lb. Minotaur 5'4" +2d8 175 lb. × (2d6) lb. Vedalken 5'4" +2d10 110 lb. × (2d4) lb. Height = Base Height + Height Modifier in inches Weight = (Base Weight + Height Modifier in pounds) × Weight Modifier
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Race Base Height Height Modifier Base Weight Weight Modifier Centaur 6'0" +1d10 600 lb. × (2d12) lb. Goblin 3'5" +2d4 35 lb. × 1 lb. Simic hybrid — as humanoid base option — Loxodon 6'7" +2d10 295 lb
. × (2d4) lb. Minotaur 5'4" +2d8 175 lb. × (2d6) lb. Vedalken 5'4" +2d10 110 lb. × (2d4) lb. Height = Base Height + Height Modifier in inches Weight = (Base Weight + Height Modifier in pounds) × Weight Modifier
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Race Base Height Height Modifier Base Weight Weight Modifier Centaur 6'0" +1d10 600 lb. × (2d12) lb. Goblin 3'5" +2d4 35 lb. × 1 lb. Simic hybrid — as humanoid base option — Loxodon 6'7" +2d10 295 lb
. × (2d4) lb. Minotaur 5'4" +2d8 175 lb. × (2d6) lb. Vedalken 5'4" +2d10 110 lb. × (2d4) lb. Height = Base Height + Height Modifier in inches Weight = (Base Weight + Height Modifier in pounds) × Weight Modifier
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Weight Race
Base
Height
Height
Modifier
Base
Weight
Weight
Modifier
Human 4’8" +2d10 110 lb. × (2d4) lb. Dwarf, hill 3’8" +2d4 115 lb. × (2d6) lb. Dwarf, mountain 4’ +2d4 130 lb
Height and Weight You can decide your character’s height and weight, using the information provided in your race description or on the Random Height and Weight table. Think about what your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Weight Race
Base
Height
Height
Modifier
Base
Weight
Weight
Modifier
Human 4’8" +2d10 110 lb. × (2d4) lb. Dwarf, hill 3’8" +2d4 115 lb. × (2d6) lb. Dwarf, mountain 4’ +2d4 130 lb
Height and Weight You can decide your character’s height and weight, using the information provided in your race description or on the Random Height and Weight table. Think about what your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Weight Race
Base
Height
Height
Modifier
Base
Weight
Weight
Modifier
Human 4’8" +2d10 110 lb. × (2d4) lb. Dwarf, hill 3’8" +2d4 115 lb. × (2d6) lb. Dwarf, mountain 4’ +2d4 130 lb
Height and Weight You can decide your character’s height and weight, using the information provided in your race description or on the Random Height and Weight table. Think about what your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
character’s sexual orientation is for you to decide. Height and Weight Race Base
Height Height
Modifier Base
Weight Weight
Modifier Human 4'8" +2d10 110 lb. × (2d4) lb. Dwarf, hill 3'8" +2d4
character’s height and weight, using the information provided in your race description or on the Random Height and Weight table. Think about what your character’s ability scores might say about his
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
character’s sexual orientation is for you to decide. Height and Weight Race Base
Height Height
Modifier Base
Weight Weight
Modifier Human 4'8" +2d10 110 lb. × (2d4) lb. Dwarf, hill 3'8" +2d4
character’s height and weight, using the information provided in your race description or on the Random Height and Weight table. Think about what your character’s ability scores might say about his
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
character’s sexual orientation is for you to decide. Height and Weight Race Base
Height Height
Modifier Base
Weight Weight
Modifier Human 4'8" +2d10 110 lb. × (2d4) lb. Dwarf, hill 3'8" +2d4
character’s height and weight, using the information provided in your race description or on the Random Height and Weight table. Think about what your character’s ability scores might say about his
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
about these races. The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
them later.
Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well.
BUILDING BRUENOR, STEP 1
Bob is sitting down to
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
The Two Agents The two agents reside in or close to the characters’ current city or home base. If you are playing through Baldur’s Gate: Descent into Avernus, you can arrange for both agents to
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
The Two Agents The two agents reside in or close to the characters’ current city or home base. If you are playing through Baldur’s Gate: Descent into Avernus, you can arrange for both agents to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
them later.
Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well.
BUILDING BRUENOR, STEP 1
Bob is sitting down to
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
about these races. The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
them later.
Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well.
BUILDING BRUENOR, STEP 1
Bob is sitting down to
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
about these races. The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
The Two Agents The two agents reside in or close to the characters’ current city or home base. If you are playing through Baldur’s Gate: Descent into Avernus, you can arrange for both agents to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Personality The description of a race might suggest various things about the behavior and personality of that people’s archetypal adventurers. You may ignore those suggestions, whether they’re about
humanoid. You determine your appearance and whether you resemble any of your kin.
Size. You are Small or Medium (your choice).
Speed. Your base walking speed is 30 feet.
Ability Score Increase
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Personality The description of a race might suggest various things about the behavior and personality of that people’s archetypal adventurers. You may ignore those suggestions, whether they’re about
humanoid. You determine your appearance and whether you resemble any of your kin.
Size. You are Small or Medium (your choice).
Speed. Your base walking speed is 30 feet.
Ability Score Increase
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Personality The description of a race might suggest various things about the behavior and personality of that people’s archetypal adventurers. You may ignore those suggestions, whether they’re about
humanoid. You determine your appearance and whether you resemble any of your kin.
Size. You are Small or Medium (your choice).
Speed. Your base walking speed is 30 feet.
Ability Score Increase
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
for these spells. When you cast them with this trait, they don’t require components. Random Height and Weight Race Base Height Base Weight Height Modifier Weight Modifier Githyanki 5'0" 100 lb
about a century. Size. Gith are taller and leaner than humans, with most a slender 6 feet in height. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and Gith
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
for these spells. When you cast them with this trait, they don’t require components. Random Height and Weight Race Base Height Base Weight Height Modifier Weight Modifier Githyanki 5'0" 100 lb
about a century. Size. Gith are taller and leaner than humans, with most a slender 6 feet in height. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and Gith
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
64. Base of the Waterfall Anything that falls from area 17 ends up here. The walls of this grotto are slick with slime, and the air reeks of decay. Filthy water tumbles down from a hole in the
water here is 30 feet deep. Characters who allow themselves to be carried by the current are swept gently into area 65.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
for these spells. When you cast them with this trait, they don’t require components. Random Height and Weight Race Base Height Base Weight Height Modifier Weight Modifier Githyanki 5'0" 100 lb
about a century. Size. Gith are taller and leaner than humans, with most a slender 6 feet in height. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and Gith
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
introduce the players to one of the side treks described in chapter 6. The summons could be a verbal message entrusted to an NPC waiting in the characters’ base town. A messenger might brave the wilds to
find the characters at their campsite. Magic might be used, such as a sending spell. Whether the party chooses to respond or continue on their current course is up to the players.