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Returning 35 results for 'both blend during certain relatively'.
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races
Mordenkainen Presents: Monsters of the Multiverse
skin is often shades of blue or green, sometimes a blend of the two. If they have a human skin tone, there is a glistening texture that catches the light, like water droplets or nearly invisible fish
, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a
Halfling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Basic Rules (2014)
that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife
style of clothing.
Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.
Blend into the Crowd
Halflings
races
Mordenkainen Presents: Monsters of the Multiverse
Created by the Cat Lord—a divine being of the Upper Planes—to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance. In some lands, tabaxi
’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life
races
Spelljammer: Adventures in Space
Thri-kreen have insectile features and two pairs of arms. Their bodies are encased in protective chitin. They can alter the coloration of this carapace to blend in with their natural surroundings
themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature that has
Backgrounds
Guildmasters’ Guide to Ravnica
have documentation, established acquaintances, and disguises that allow you to assume that persona and fit into the secondary guild.
Whenever you choose, you can drop this identity and blend into the
unmasked and killed. My revenge on the killers will be thorough and painful.
4
I spend as much time as I can in the Ismeri Library because I’m certain an information hub operates behind its
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hands become bulky, flipper-like appendages able to grasp the seer’s strange staff formed of a blend of flesh, bone, and star stuff.
A star spawn seer is almost always accompanied by one or more
aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those
classes
Basic Rules (2014)
skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery
combatants on battlefields and in dungeons alike.
Trained for Danger
Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively
Monsters
Fizban's Treasury of Dragons
points, allowing the Crystal Dragon Wyrmling;wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest
are the most common materials they use in the construction of a lair, crystal and other precious minerals feature prominently in certain areas. In this way, crystal dragons’ hoards literally
Monsters
Fizban's Treasury of Dragons
clear crystalline points, allowing the Crystal Dragon Wyrmling;wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency
certain areas. In this way, crystal dragons’ hoards literally become the fabric of their homes.
Crystal Dragon Lair Features
The crystal dragon lair shown in map 5.7 is the home of a dragon who
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
multiverse to another. Wildspace systems aren’t fixed in certain locations in the multiverse. Because they’re constantly in motion, like corks bobbing in water, no reliable devices exist to help plot
a course from one Wildspace system to another. Fortunately for travelers, the nature of the Astral Sea makes such journeys relatively easy, as discussed in the next section.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
multiverse to another. Wildspace systems aren’t fixed in certain locations in the multiverse. Because they’re constantly in motion, like corks bobbing in water, no reliable devices exist to help plot
a course from one Wildspace system to another. Fortunately for travelers, the nature of the Astral Sea makes such journeys relatively easy, as discussed in the next section.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
multiverse to another. Wildspace systems aren’t fixed in certain locations in the multiverse. Because they’re constantly in motion, like corks bobbing in water, no reliable devices exist to help plot
a course from one Wildspace system to another. Fortunately for travelers, the nature of the Astral Sea makes such journeys relatively easy, as discussed in the next section.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, they resemble giant apes with pale fur and ram-like horns. Yetis easily blend in with snow and icy cliffs, revealing themselves with blood-chilling howls just before striking with their icy claws
yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes’ aversion to fire.
Richard Luong
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, they resemble giant apes with pale fur and ram-like horns. Yetis easily blend in with snow and icy cliffs, revealing themselves with blood-chilling howls just before striking with their icy claws
yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes’ aversion to fire.
Richard Luong
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, they resemble giant apes with pale fur and ram-like horns. Yetis easily blend in with snow and icy cliffs, revealing themselves with blood-chilling howls just before striking with their icy claws
yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes’ aversion to fire.
Richard Luong
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
high; those in rooms are 30 feet high. Doors and Secret Doors. Doors throughout the pyramid are made of wood and banded with bronze; they have no locks. Secret doors blend in with their surroundings
from the desert heat. Water of Athis. The River Athis still flows in certain areas of the pyramid. The water ends the poisoned condition on any creature that drinks it and removes all levels of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
high; those in rooms are 30 feet high. Doors and Secret Doors. Doors throughout the pyramid are made of wood and banded with bronze; they have no locks. Secret doors blend in with their surroundings
from the desert heat. Water of Athis. The River Athis still flows in certain areas of the pyramid. The water ends the poisoned condition on any creature that drinks it and removes all levels of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
high; those in rooms are 30 feet high. Doors and Secret Doors. Doors throughout the pyramid are made of wood and banded with bronze; they have no locks. Secret doors blend in with their surroundings
from the desert heat. Water of Athis. The River Athis still flows in certain areas of the pyramid. The water ends the poisoned condition on any creature that drinks it and removes all levels of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception Your Charisma (Deception) check determines whether you can convincingly
, rumors, and gossip Blend into a crowd to get the sense of key topics of conversation Spellcasting Ability Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds
living thing suffer. They are generous, happily sharing what they have even in lean times. Blend into the Crowd Halflings are adept at fitting into a community of humans, dwarves, or elves, making
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
comparisons because of the way individual adventures are limited in scope but blend together (to some degree) to create a larger narrative. If an adventure is a single episode or season of a series, a
as you’re planning adventures. If your adventure relies on certain events, plan for multiple ways they might come about, or be prepared for clever players to prevent those events from happening as
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
comparisons because of the way individual adventures are limited in scope but blend together (to some degree) to create a larger narrative. If an adventure is a single episode or season of a series, a
as you’re planning adventures. If your adventure relies on certain events, plan for multiple ways they might come about, or be prepared for clever players to prevent those events from happening as
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds
living thing suffer. They are generous, happily sharing what they have even in lean times. Blend into the Crowd Halflings are adept at fitting into a community of humans, dwarves, or elves, making
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds
living thing suffer. They are generous, happily sharing what they have even in lean times. Blend into the Crowd Halflings are adept at fitting into a community of humans, dwarves, or elves, making
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception Your Charisma (Deception) check determines whether you can convincingly
, rumors, and gossip Blend into a crowd to get the sense of key topics of conversation Spellcasting Ability Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception Your Charisma (Deception) check determines whether you can convincingly
, rumors, and gossip Blend into a crowd to get the sense of key topics of conversation Spellcasting Ability Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception. Your Charisma (Deception) check determines whether you can convincingly
, rumors, and gossip Blend into a crowd to get the sense of key topics of conversation Spellcasting Ability Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
comparisons because of the way individual adventures are limited in scope but blend together (to some degree) to create a larger narrative. If an adventure is a single episode or season of a series, a
as you’re planning adventures. If your adventure relies on certain events, plan for multiple ways they might come about, or be prepared for clever players to prevent those events from happening as
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception. Your Charisma (Deception) check determines whether you can convincingly
, rumors, and gossip Blend into a crowd to get the sense of key topics of conversation Spellcasting Ability Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception. Your Charisma (Deception) check determines whether you can convincingly
, rumors, and gossip Blend into a crowd to get the sense of key topics of conversation Spellcasting Ability Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a broom of flying
miles 24 miles - Slow 200 feet 2 miles 18 miles Able to use stealth Difficult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a broom of flying
miles 24 miles - Slow 200 feet 2 miles 18 miles Able to use stealth Difficult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
travel for up to 24 hours per day. Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly. The Dungeon Master’s Guide
(Perception) scores Normal 300 feet 3 miles 24 miles - Slow 200 feet 2 miles 18 miles Able to use stealth Difficult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
travel for up to 24 hours per day. Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly. The Dungeon Master’s Guide
(Perception) scores Normal 300 feet 3 miles 24 miles - Slow 200 feet 2 miles 18 miles Able to use stealth Difficult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a broom of flying
miles 24 miles - Slow 200 feet 2 miles 18 miles Able to use stealth Difficult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear