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Returning 35 results for 'both button defining cultures rules'.
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Basic Rules (2014)
)
Equipment: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp
Defining Event
You previously pursued a simple
randomly determine a defining event that marked you as a hero of the people.
d10
Defining Event
1
I stood up to a tyrant’s agents.
2
I saved people during a natural
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
thousands of years ago, the elves of the distant continent of Xen’drik rose up against the giants who ruled over them. This rebellion is the defining event in elf history. As the ancient war progressed
settled the island nation of Aerenal, where they split into two distinct cultures: the introspective Aereni and the warlike Tairnadal. Thus, a war nearly forty thousand years ago established the pattern of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
thousands of years ago, the elves of the distant continent of Xen’drik rose up against the giants who ruled over them. This rebellion is the defining event in elf history. As the ancient war progressed
settled the island nation of Aerenal, where they split into two distinct cultures: the introspective Aereni and the warlike Tairnadal. Thus, a war nearly forty thousand years ago established the pattern of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
thousands of years ago, the elves of the distant continent of Xen’drik rose up against the giants who ruled over them. This rebellion is the defining event in elf history. As the ancient war progressed
settled the island nation of Aerenal, where they split into two distinct cultures: the introspective Aereni and the warlike Tairnadal. Thus, a war nearly forty thousand years ago established the pattern of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See chapter 6 for rules on many items that are useful
on adventures. The items in that chapter’s “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See “Equipment” for rules on many items that are
useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See “Equipment” for rules on many items that are
useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See chapter 6 for rules on many items that are useful
on adventures. The items in that chapter’s “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See chapter 6 for rules on many items that are useful
on adventures. The items in that chapter’s “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops. See “Equipment” for rules on many items that are
useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in that chapter can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Chapter 3 offers twelve classes to choose from, along with forty-eight subclasses. Chapter 4: Character Origins. Background and species are key elements in defining a character’s origin, which further
game information for creatures that certain characters can befriend or transform into. Appendix C: Rules Glossary. The game’s main rules terminology is summarized in this appendix, making it an invaluable reference during play.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Chapter 3 offers twelve classes to choose from, along with forty-eight subclasses. Chapter 4: Character Origins. Background and species are key elements in defining a character’s origin, which further
game information for creatures that certain characters can befriend or transform into. Appendix C: Rules Glossary. The game’s main rules terminology is summarized in this appendix, making it an invaluable reference during play.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Chapter 3 offers twelve classes to choose from, along with forty-eight subclasses. Chapter 4: Character Origins. Background and species are key elements in defining a character’s origin, which further
game information for creatures that certain characters can befriend or transform into. Appendix C: Rules Glossary. The game’s main rules terminology is summarized in this appendix, making it an invaluable reference during play.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp Defining Event You previously pursued a simple profession among the peasantry, perhaps
as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp Defining Event You previously pursued a simple profession among the peasantry, perhaps
as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp Defining Event You previously pursued a simple profession among the peasantry, perhaps
as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp Defining Event You previously pursued a simple profession among the peasantry, perhaps
as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp Defining Event You previously pursued a simple profession among the peasantry, perhaps
as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp Defining Event You previously pursued a simple profession among the peasantry, perhaps
as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your own. All these worlds share characteristics, but each world is set apart by its own history and cultures, distinctive monsters and races, fantastic geography, ancient dungeons, and scheming
a central role in the Dragonlance setting. But they’re all D&D worlds, and you can use the rules here to create a character and play in any one of them. Your DM might set the campaign on one of these
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
across the multiverse and contribute to many different cultures. Members of most species live for about 80 years, with exceptions noted in the text about the species in this chapter. Regardless of life
following parts. Creature Type. A character’s species determines the character’s creature type, which is described in the rules glossary. Every species in this chapter is Humanoid; playable non
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
closely tied to the distant land of Xen’drik. The following optional rules are a way to explore this aspect of the setting. Optional Rule: Common Languages
Common is the language of the Five Nations
regions or cultures. The DM may change the languages assigned to a monster or NPC to reflect this.
Giant is the common tongue of Xen’drik. It is rarely encountered on Khorvaire. Monsters in Khorvaire
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
across the multiverse and contribute to many different cultures. Members of most species live for about 80 years, with exceptions noted in the text about the species in this chapter. Regardless of life
following parts. Creature Type. A character’s species determines the character’s creature type, which is described in the rules glossary. Every species in this chapter is Humanoid; playable non
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
your own. All these worlds share characteristics, but each world is set apart by its own history and cultures, distinctive monsters and races, fantastic geography, ancient dungeons, and scheming
a central role in the Dragonlance setting. But they’re all D&D worlds, and you can use the rules here to create a character and play in any one of them. Your DM might set the campaign on one of these
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
across the multiverse and contribute to many different cultures. Members of most species live for about 80 years, with exceptions noted in the text about the species in this chapter. Regardless of life
following parts. Creature Type. A character’s species determines the character’s creature type, which is described in the rules glossary. Every species in this chapter is Humanoid; playable non
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
closely tied to the distant land of Xen’drik. The following optional rules are a way to explore this aspect of the setting. Optional Rule: Common Languages
Common is the language of the Five Nations
regions or cultures. The DM may change the languages assigned to a monster or NPC to reflect this.
Giant is the common tongue of Xen’drik. It is rarely encountered on Khorvaire. Monsters in Khorvaire
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
across the multiverse and contribute to many different cultures. Members of most species live for about 80 years, with exceptions noted in the text about the species in this chapter. Regardless of life
following parts. Creature Type. A character’s species determines the character’s creature type, which is described in the rules glossary. Every species in this chapter is Humanoid; playable non
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
closely tied to the distant land of Xen’drik. The following optional rules are a way to explore this aspect of the setting. Optional Rule: Common Languages
Common is the language of the Five Nations
regions or cultures. The DM may change the languages assigned to a monster or NPC to reflect this.
Giant is the common tongue of Xen’drik. It is rarely encountered on Khorvaire. Monsters in Khorvaire
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
across the multiverse and contribute to many different cultures. Members of most species live for about 80 years, with exceptions noted in the text about the species in this chapter. Regardless of life
following parts. Creature Type. A character’s species determines the character’s creature type, which is described in the rules glossary. Every species in this chapter is Humanoid; playable non
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your own. All these worlds share characteristics, but each world is set apart by its own history and cultures, distinctive monsters and races, fantastic geography, ancient dungeons, and scheming
a central role in the Dragonlance setting. But they’re all D&D worlds, and you can use the rules here to create a character and play in any one of them. Your DM might set the campaign on one of these
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your own. All these worlds share characteristics, but each world is set apart by its own history and cultures, distinctive monsters and races, fantastic geography, ancient dungeons, and scheming
a central role in the Dragonlance setting. But they’re all D&D worlds, and you can use the rules here to create a character and play in any one of them. Your DM might set the campaign on one of these
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
your own. All these worlds share characteristics, but each world is set apart by its own history and cultures, distinctive monsters and races, fantastic geography, ancient dungeons, and scheming
a central role in the Dragonlance setting. But they’re all D&D worlds, and you can use the rules here to create a character and play in any one of them. Your DM might set the campaign on one of these
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
your own. All these worlds share characteristics, but each world is set apart by its own history and cultures, distinctive monsters and races, fantastic geography, ancient dungeons, and scheming
a central role in the Dragonlance setting. But they’re all D&D worlds, and you can use the rules here to create a character and play in any one of them. Your DM might set the campaign on one of these
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
across the multiverse and contribute to many different cultures. Members of most species live for about 80 years, with exceptions noted in the text about the species in this chapter. Regardless of life
following parts. Creature Type. A character’s species determines the character’s creature type, which is described in the rules glossary. Every species in this chapter is Humanoid; playable non
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
actions in the game don’t change the nuts and bolts of the rules, but they make all the difference in the feel of a campaign. Similarly, a class doesn’t need new rules to reflect a cultural influence; a
character works just fine in a game inspired by medieval Asian cultures. Wuxia Weapon Names Having players refer to a tetsubo or a katana rather than a greatclub or a longsword can enhance the flavor






