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Returning 34 results for 'both before derived continent range'.
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Monsters
Vecna: Eve of Ruin
", "rollType":"to hit", "rollAction":"Javelin"} to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Javelin", "rollDamageType
attack roll.Warforged warriors are formed from wood and steel, then magically imbued with life and sentience. They were created to fight in the Last War on the continent of Khorvaire in Eberron. In the aftermath of that conflict, they struggle to understand their place in the world.Poison
Monsters
Vecna: Eve of Ruin
"} slashing damage.
Bolt Launcher. Ranged Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Bolt Launcher"} to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5
blades is that non-warforged on the continent of Khorvaire must be slaughtered.PoisonDash. The scout moves up to its speed without provoking opportunity attack;opportunity attacks.
Monsters
Vecna: Eve of Ruin
":"1d20+8", "rollType":"to hit", "rollAction":"Javelin Launcher"} to hit, range 30/120 ft., one target. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4", "rollType":"damage", "rollAction":"Javelin Launcher
-warforged on the continent of Khorvaire must be slaughtered.PoisonCommand Ally. The lieutenant targets one ally it can see within 30 feet of itself. If the target can see or hear the lieutenant, the
Tiefling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
ancient sin, for which they and their children and their children’s children will always be held accountable.
Infernal Bloodline
Tieflings are derived from human bloodlines, and in the broadest
. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red
Species
Sword Coast Adventurer's Guide
ancient sin, for which they and their children and their children’s children will always be held accountable.
Infernal Bloodline
Tieflings are derived from human bloodlines, and in the broadest
. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red
Ability Scores
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Rules
is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.
Each ability also has a modifier, derived from
the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Infernal Bloodline Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their
— black, red, white, silver, or gold — with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as high as 30.) These ability scores, and the ability modifiers derived from
the core of the rules of the game. All three follow these simple steps. Roll the die and add a modifier. Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Humans and Dragonmarks Humans possess a wide range of Dragonmarks, and their houses are spread across Khorvaire. House Cannith is one of the most powerful houses, creating both magic and mundane
items with the Mark of Making. House Orien maintains the Lightning Rail and trade caravans that run across the continent. House Deneith brokers the services of bodyguards and mercenaries. House Vadalis
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Infernal Bloodline Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their
— black, red, white, silver, or gold — with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
map included with this book and on map 2.1. Although humans make up the majority of the population in the nations of Khorvaire, the continent is home to a wide range of peoples and cultures. Once
Mourning might simply consume us all? Gods, how I fear the future.
—Lyrian Das, Morgrave historian
Most player characters begin their adventures on the continent of Khorvaire, as shown on the poster
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
their people. So, most player characters begin their adventures on the continent of Khorvaire. While humans make up the majority of the population in the civilized nations of Khorvaire, the continent
is home a wide range of peoples and cultures. Once largely unified under the Kingdom of Galifar, today Khorvaire is split into many nations—some old, others newborn from the crucible of war. This
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Warforged Warrior Warforged warriors are formed from wood and steel, then magically imbued with life and sentience. They were created to fight in the Last War on the continent of Khorvaire in Eberron
. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Chapter 1: Welcome to the Realms In the world of Toril, between the windswept Sea of Swords to the west and the mysterious lands of Kara-Tur to the east, lies the continent of Faerûn. A place of
routes between cities and nations often cross into the territory of brigands or marauding humanoids. Every forest, swamp, and mountain range has its own perils, whether lurking bandits, savage orcs
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Seven Things to Know What is Eberron? Here are the key things to know: The Last War Has Ended—Sort Of. The Last War plunged the continent of Khorvaire into civil war more than a century ago
peace. The conflicts, the anger, and the pain of the long war remain, however, and the new nations seek every advantage as they prepare for the next war to break out on the continent. Dragonmarked
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
tabaxi use the same names, and most use nicknames derived from or inspired by their full names. Tabaxi clan names are usually based on a geographical feature located in or near a clan’s territory
.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Tabaxi Minstrel Medium humanoid (tabaxi), chaotic good
Armor Class 12
Hit Points
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
armies of Takhisis.
Eberron. On the continent of Xen’Drik, the mountain could stand in the range known as the Fangs of Argarak.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the World, a range of skyscraping, snow-covered peaks. These extend toward the Sword Coast, which forms the western edge of the great continent of Faerûn and stretches southward for thousands of miles
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
you primarily view your magic as a weapon, or do you hate being forced into combat? Do you have a diverse range of spells, or is your magic largely oriented around combat? A player character is never
penalty associated with this; it’s just something to consider when describing your actions. As long as your DM approves, you could justify the abilities of an arcane class as being derived from
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
drow individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of Xen’drik
feet tall)
Speed: 30 feet
As an Elf, you have these special traits. Darkvision. You have Darkvision with a range of 60 feet. Elven Lineage. You are part of a lineage that grants you supernatural
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of Xen’drik. High Elves
. Darkvision. You have Darkvision with a range of 60 feet. Elven Lineage. You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the ascendancy of chromatic dragons would trigger a continent-wide catastrophe that the Emerald Enclave cannot allow. Using the Emerald Enclave Members of the Emerald Enclave operate alone or in small
remote area—they can encounter agents of the Emerald Enclave. If the adventurers need someone to guide them safely across a mountain range or lead them through trackless, monster-infested forest
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the ascendancy of chromatic dragons would trigger a continent-wide catastrophe that the Emerald Enclave cannot allow. Using the Emerald Enclave Members of the Emerald Enclave operate alone or in small
remote area—they can encounter agents of the Emerald Enclave. If the adventurers need someone to guide them safely across a mountain range or lead them through trackless, monster-infested forest
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the ascendancy of chromatic dragons would trigger a continent-wide catastrophe that the Emerald Enclave cannot allow. Using the Emerald Enclave Members of the Emerald Enclave operate alone or in small
remote area—they can encounter agents of the Emerald Enclave. If the adventurers need someone to guide them safely across a mountain range or lead them through trackless, monster-infested forest
Compendium
- Sources->Dungeons & Dragons->Monster Manual
inspire what a naga knows. Guardian Naga Lore 1d8 The Guardian Naga Recalls... 1 The last words of an ancient sage or leader. 2 The location of a hidden city or continent. 3 A magic word, password, or
CR 1/8 (XP 25; PB +2)
Actions
Spear. Melee or Ranged Attack Roll: +3, reach 5 ft. or range 20/60 ft. Hit: 4 (1d6 + 1) Piercing damage.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Rarity CR Range
Common 1–3
Uncommon 4–8
Rare 9–12
Very Rare 13–18
Legendary 19+
It’s possible to find a rare component even when you’re not looking for one. You
rules for magic item creation are derived from the system presented in Xanathar’s Guide to Everything. This also offers the idea that the creation of a magic item is a complex procedure and that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
scores. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as
high as 30.) These ability scores, and the ability modifiers derived from them, are the basis for almost every d20 roll that a player makes on a character’s or monster’s behalf.
Ability checks
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
century of life, adult dragons are mighty beings, akin to characters in the third tier of play (levels 11 to 16). An adult dragon’s influence can extend across a whole region or continent. Most adult
might range over a region that includes the territories of up to six or eight young dragons (which might include the adult’s offspring), but adults typically share territory with other adults only as
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Military Force The whole machine of war is barbaric. In a sane world, conflicts would be resolved by contests of apocalyptic magics or by continent-reshaping brawls between titanic, soul-fueled
the instruments of that will. Military Force Envoys You might join a military force for a wide range of reasons, or the military has reasons for seeking you out. Those with specialized skills
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Eberron, the continent of Xen’drik is the ancestral home of giants and the location of their ancient empire. The continent is littered with the cyclopean ruins of this forgotten civilization, and now
urchins seem to have stepped
through the wrong doorway in Waterdeep!
An adventure inspired by these tales might see characters discovering a secret valley hidden in a remote mountain range where
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
might range from theft and racketeering to smuggling and illegal gambling. Like any other gang leader, the dragon has little tolerance for rivals and none at all for disloyalty among minions. Various
who acts as a mayor for a small frontier town has the same kind of relationship with the populace as one who rules a continent-spanning nation. To Kugluk, the fiery breath of his “Great Uncle” is a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
her followers. Her adherents come from a wide range of occupations, including common thieves, laborers, guides, physicians, poets, and nearly any other profession. What they all share is a rebellious
Dark Six) are one and the same. Drow from the jungle continent of Xen’drik ritually tattoo themselves using scorpion venom, leaving white scars etched into their skin. Drow of other worlds rarely know






