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Returning 35 results for 'both before dwarves called reason'.
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both before dwarves called reasons
Magic Items
Dungeon Master’s Guide
. Whelm has ties to the dwarf clan that created it, called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. Whelm’s purpose is to protect dwarves. Conflict arises if the
Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
Hurl. Whelm has the
Species
Player’s Handbook
Dwarves were raised from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others—that god gave dwarves an affinity for
stone and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years.
Squat and often bearded, the original dwarves carved cities and
Monsters
Quests from the Infinite Staircase
will: Message, Prestidigitation
1/day: Charm PersonDerro who have just begun to discover and control their magic are called apprentices. The magic of a derro apprentice is dangerous and unpredictable
.
Derro
Derro are Underdark dwellers of dubious origin. According to the histories of some duergar, derro are descended from a community of dwarves that was left behind when the others escaped the
Monsters
Storm King's Thunder
ancient enemies: dragons. Duke Zalto has set his minions to the task of finding and unearthing fragments of a dragon-slaying colossus called the Vonindod (“titan of death”). Pieces of it were lost in
. Beneath the Ice Spires lies an ancient fire giant forge called Ironslag. Unfortunately for Zalto, Ironslag's forges aren't hot enough to repair the colossus. The duke, undaunted, plans to steal Maegera, the
Whelm
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
to destroy goblins and giants or to protect dwarves.
Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you
Monsters
Mordenkainen's Fiendish Folio Volume 1
metal with ease, organic matter and gems are repugnant to them. If a khargra eats such morsels for whatever reason, they remain lodged in its gullet for a few days of indigestion before the offending
tasty, refined metal their victim carries, they quickly flee—and will flee before that rather than risk death.
Stealthy Couriers. A number of clans among the dwarves, duergar, and azers have trained
Equipment
The jagged vertebrae sword of a fishfolk warrior can barely be called a sword. Locals would say it’s better described as a makeshift weapon crafted from a fish skeleton and sea trash. Its poor
construction is the reason it’s not often a weapon seen on land, though when used by a skilled fighter, it most certainly can be a formidable tool.
When you successfully hit a creature with a
Backgrounds
Sword Coast Adventurer's Guide
possibilities.)
Now you’re looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you’re leaving
called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and maintains relatively good relations so that they can hire themselves out as warriors. Few city
Monsters
Mordenkainen Presents: Monsters of the Multiverse
figure, known only to the most learned infernal scholars. He has no cults of his own, and his servants are few in number. The reason is simple: Hutijin hates mortals. When summoned from the Hells, he
assail Mephistopheles. Hutijin sends devils into the Material Plane to eradicate mention of his name and destroy those who have learned of him, but the summonings still occur. When called from his post
Lizardfolk
Legacy
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Species
Volo's Guide to Monsters
have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of
quirk for a lizardfolk character or to inspire a unique mannerism.
Lizardfolk Quirks
d8
Quirk
1
You hate waste and see no reason not to scavenge fallen enemies. Fingers are tasty and
Elf
Legacy
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Species
Basic Rules (2014)
who fall short of their high expectations—which is most non-elves. Still, they can find good in just about anyone.
Dwarves. “Dwarves are dull, clumsy oafs. But what they lack in humor
time after the hundredth birthday, and before this period they are called by child names.
On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster
Monsters
Icewind Dale: Rime of the Frostmaiden
the effect on itself on a success.Third Form
Auril’s third form, called Winter’s Womb or the Queen of Frozen Tears by her most ardent followers, is a 3-foot-diameter ice diamond containing
time). Thus, she has no reason to capitulate to mortals’ demands. As the embodiment of winter’s cruelty, she is incapable of showing mercy or compassion. Play her as a supremely cold and
Species
Mordenkainen Presents: Monsters of the Multiverse
psionic powers and built a great city called Tu’narath. They have since spread throughout the multiverse, starting in outposts outside the Astral Plane, called creches, where time passes and their
character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for
Kobold
Legacy
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Species
Volo's Guide to Monsters
against those who have disrespected him.
Expert Tunnelers
Kobolds are naturally skilled at tunneling. Similar to dwarves, they seem to have a near-instinctive sense of what sections of stone or
, they might build a warren and make a permanent home there, while continuing to expand the town’s sewers as the community grows. These so-called “city kobolds” live underground but
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
that enemies might find the way to the hidden vale. Reason to Visit. The Order of the Gauntlet has allies among the dwarves here, and the characters might be asked to check on them in the “Vale of Dancing Waters” side trek (see chapter 6).
Vale of Dancing Waters Called Tyn’rrin Wurlur in Dwarvish, this narrow gorge carries a trio of creeks down to the Dessarin River in cascades of water. The vale is on the west side of the river and
Shifter
Legacy
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races
Mordenkainen Presents: Monsters of the Multiverse
Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t fully change shape, but
typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and
Species
Mordenkainen Presents: Monsters of the Multiverse
on the spur of the moment, with no depth or history—is called a mask. A mask can be used to express a mood or to serve a specific purpose and then might never be used again. However, many
end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s
Aarakocra
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Species
Elemental Evil Player's Companion
Sequestered in high mountains atop tall trees, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren’t even native to the Material Plane. They hail from a world
.
Great Purpose
Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an
Species
Mordenkainen Presents: Monsters of the Multiverse
;and were imbued with a measure of their masters’ power over winds. Their descendants still command echoes of that power.
From below, aarakocra look like large birds and thus are sometimes called
violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
with gardens and joined by walls into one vast and sprawling building. It was surrounded by a moat fed by underground springs; splendid stone statues of heroic dwarves stood on high pedestals wherever
predatory creatures lurking in the extensive ruins. Despite forays by adventuring bands and dwarves determined to reclaim and explore the ruins, the halls rarely stay empty for long. As a result
Kenku
Legacy
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Species
Volo's Guide to Monsters
groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master.
Although kenku can’t create new things, they have
. The kenku lack the talent to improvise or alter a plan, but a wise Master sets multiple plans in motion at once, confident that underlings can follow orders to the letter.
For this reason, many
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Dwarves The Stout Folk are deliberate and steadfast, with a proud history as great artisans, builders, and warriors. Although the glory of their empires faded long ago, the dwarves still hold to
, and the inexorable march of time. According to their own legends, dwarves were formed from iron, mithral, earth, and stone on the Soulforge of Moradin. After the All-Father breathed life into them in
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
called Fire Eyes and the Lord of the Bronze Mask, is the god of defense and vigilance, the protector of dwarves. Haela Brightaxe is the goddess of luck in battle, and the patron of dwarf fighters. Gods
Dwarven Deities The gods of the dwarves are a pantheon, or clan, collectively known as the Morndinsamman. Forge Father and Revered Mother Moradin, the Soulforger, leads the dwarven gods. Known as
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
stronghold, typically a series of chambers dug out beneath a mountain or inside a hill. The stronghold is a haven from the chaos of the outside world, allowing the dwarves to toil in peace. The first
at the touch of a child when they are unlocked. While some other races erect statues or build special structures to honor their heroes or commemorate momentous events, the dwarves live and work within
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Between Tangled Roots An Adventure for 10th-Level Characters When a legendary dragon known as a bakunawa appears and attacks a town that has long revered its kind, the characters are called upon to
learn why it has gone on a rampage. They must track down the bakunawa and discover the reason for its ire before dragon hunters slay the sacred creature.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dwarves of the Mror Holds The dwarves of the Mror Holds are defined in part by their relationship to the ancient Realm Below. In a desperate effort to rediscover and reclaim the holdings of their old
nation, the dwarves have recovered many weapons of war created in the final days of the empire. Some of these weapons were forged by the dwarves to wield against the daelkyr, but others were made by
Species
Spelljammer: Adventures in Space
own, which giff have learned to channel through their weapons. Most giff have no idea where this so-called astral spark comes from, but they feel its presence most strongly when they are in Wildspace
about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
dwarves. Long ago, the dwarf god Moradin appeared atop the Stone Bridge to rally dwarves of the Ironstar clan against a horde of orcs. The founder of Besilmer, King Torhild Flametongue, died fighting a
, the Stone Bridge is made of smooth, fused hard granite. It is only six paces wide and lacks railings or barriers, so anyone atop it is at the mercy of the wind, particularly in winter. Reason to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dwarf Dwarves were raised from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others—that god gave dwarves an affinity for stone
and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years. Squat and often bearded, the original dwarves carved cities and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dwarf MIKE PAPE Dwarves were raised from the earth in the elder days by a deity of the forge. Called by various names on different worlds—Moradin, Reorx, and others—that god gave dwarves an affinity
for stone and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years. Squat and often bearded, the original dwarves carved cities
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Chapter 1: Dragon’s Rest The adventure begins at a tiny cloister called Dragon’s Rest, a haven where world-weary people come to seek peace, reconciliation, and enlightenment. There, the characters
learn about the dangers facing Stormwreck Isle. Each character has a specific reason for coming to the cloister, as shown on the character sheets. You can also let players invent their own reasons for their characters to seek out Runara’s wisdom and assistance.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Giants and Other Ancients In the mythic history of most D&D worlds, giants occupy a privileged place—alongside dragons—among the first sapient creatures to walk the earth. Elves and dwarves arose or
the children of Tiamat. Similarly, many D&D worlds feature an ancient history of conflict between dwarves and giants. This enmity is visible most clearly in certain magic items originally made by
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Dwarves and Dragonmarks House Kundarak carries the Mark of Warding. In addition to providing all manner of security, House Kundarak dominates the banking industry. Mror Past 1d6 Reason for Leaving
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Pulquería The front wall of Rufina’s tavern—called a pulquería, as it specializes in a local beverage called pulque—is plastered with portraits of missing persons and requests for help. When the
the bar includes a painted portrait of an elderly woman, which is surrounded by yellow marigolds and offerings of drinks and cactus fruits.
Two dwarves seated at one of the three tables in the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
empire called Bhaerynden, which lay beneath a hot savannah now known as the Shaar. A rift in the leadership of the dwarves caused a schism among their people. One group left Bhaerynden and built new
fate of the dwarves has been shaped by the Cataclysm. Before the Cataclysm, the dwarves that dwelt on the surface, called the Neidar, interacted with other races and provided foodstuffs and goods for






