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Returning 35 results for 'branches before details clans rules'.
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Monsters
Curse of Strahd
, modestly give money to charity. They take steps to keep magic items out of evil hands by stashing them in secret hiding places.
Characters as Wereravens. The Monster Manual has rules for characters
piercing damage (no ability modifier applies to this damage) and carries the curse of lycanthropy; see the “Player Characters as Lycanthropes” sidebar in the lycanthropes entry in the Monster Manual for details.
Monsters
Mythic Odysseys of Theros
within her hair, and sacrificing themselves in her defense if they must.
See “Myths of Nylea” in chapter 2 for more details on the tragedy of Arasta.
Arasta as a Mythic Encounter
Arasta
beyond the branches of the tree and carpet the forest floor of her realm.
Path to the Underworld. Tales are told of forlorn souls who, because of grief or madness over the loss of a loved one, have
Backgrounds
Sword Coast Adventurer's Guide
determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might
prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
The Dungeon Master is free to use your inheritance as a story
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dwarves and Dragonmarks The Mark of Warding appears on dwarves of House Kundarak, which had its origins as one of the clans of the Mror Holds. Kundarak dwarves live across Khorvaire while maintaining
dragonmarked house, it is obliged to remain neutral in the politics of all nations, including its homeland. As a result, Clan Kundarak is no longer represented on the Iron Council that rules the Mror
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the Clans As a collection of disparate clans, the Gruul have no single leader and no headquarters. But the Gruul respect strength and are willing to follow a strong individual who points them
Gruul, so when he calls on the other clans to join a raid, they usually agree. Even the fractious Gruul can see the benefit of banding together. The clans sometimes gather at Skarrg, a ruined palace
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Eberron. Supplementing the rules for vehicles in the Player’s Handbook, this section details rules for handling airships. The rules for specific ships appear later in this chapter.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Atagua Features Those familiar with Atagua know the following details: Hallmarks. This land is known for the chocolate and sugar produced there and for the elevated walkways that traverse its forests
with smaller numbers of dark-skinned forest gnomes and tieflings, the latter of whom typically bear three horns. Nomadic clans of thri-kreen with iridescent carapaces also wander the Llanos; they’re
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
key components of life within the city. Change is possible, but usually only when it’s driven by members of the royal family or the noble clans. Queen Jin-Mi sits at the apex of the social order
, followed by the noble elite, the various ranks of government magistrates, and the heads of each familial clan. Clans and Identity Clans live in compounds that often hold every member of the family
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
House Thuranni The story of the Shadow Schism that sundered House Thuranni from its kindred in House Phiarlan is a tangled knot of mystery. The surface details of the tale seem simple enough. About
twenty years ago, Baron Elar d’Thuranni ordered the assassination of the entire Paelion line, one of the branches of House Phiarlan. Supposedly, he acted to prevent the Paelions from carrying out a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Activating a Magic Item It usually takes a Magic action to activate a magic item. The item’s user might also need to do something special. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
that class and race define. This section expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of backgrounds and languages, and the finer points of personality and alignment.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
that class and race define. This chapter expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of backgrounds and languages, and the finer points of personality and alignment.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
details how an item is activated. Certain items use the following rules for their activation. If an item requires an action to activate, that action isn't a function of the Use an Object action, so a feature such as the rogue's Fast Hands can't be used to activate the item.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules
of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in chapter 5. Speed Your speed determines how far you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
.
Part 2 details the rules of how to play the game, beyond the basics described in this introduction. That part covers the kinds of die rolls you make to determine success or failure at the tasks your
Using These Rules The D&D Basic Rules document has four main parts.
Part 1 is about creating a character, providing the rules and guidance you need to make the character you’ll play in the game. It
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
2 and 3. If you come across a game concept in part 1 that you don’t understand, consult the book’s index. Part 2 (chapters 7–9) details the rules of how to play the game, beyond the basics described
Using This Book The Player’s Handbook is divided into three parts. Part 1 (chapters 1–6) is about creating a character, providing the rules and guidance you need to make the character you’ll play in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
Wisdom (Perception) check, provided you describe the character searching in the hidden object’s vicinity. On a success, you find the object, other important details, or both. If you describe your
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
describes what happens. Sometimes, however, rules govern what you can do with an object, as detailed in the following sections. What Is an Object? For the purpose of the rules, an object is a discrete
Wisdom (Perception) check, provided you describe the character searching in the hidden object’s vicinity. On a success, you find the object, other important details, or both. If you describe your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
details of the game, rules, or story. As a rule, don’t try to force these players to be more involved than they want to be.
compendium
- Sources->Dungeons & Dragons->One-Shot Wonders: Holiday Adventure Pack
through the session plan to discover the key characters, locations and plot details. Think about how you’ll handle major moments in the adventure, and practise your NPC voices! Familiarise yourself with
the game rules and stats of the creatures who appear in the session. Gather the things you’ll need to support you, like a GM screen, maps, miniatures, dice, stationery and snacks. You could give each of your players a pre-generated character, or guide them to create their own.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
by their gold dwarf cousins. Shield dwarf crafters build to last, and each one’s signature mark placed upon an enduring masterpiece serves as a way of gaining immortality. DWARF CLANS OF THE NORTH
there is a complex relationship between family, clan, and the larger society.
Some of the dwarf clans in the North are Arnskull, Battlehammer, Blackbanner, Blackhammer, Bucklebar, Darkfell, Deepaxe
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the rules for monster customization and encounter building in the Dungeon Master’s Guide—to build your own adventures. Consult appendix B for monster lists that will help your adventure building. What’s
New in the 2025 Version?
This is the 2025 version of the fifth edition Monster Manual. If you’ve read the 2014 version, much of this book will feel familiar, since the fundamental rules and variety
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
pace works fine for many campaigns, some DMs prefer a campaign story with pauses built into it — times when adventurers are not going on adventures. The downtime rules given in this section can be
and go, and royal lines rise and fall over the course of the story that you and the characters tell. Downtime rules also provide ways for characters to spend — or be relieved of — the monetary treasure
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 6: Customization Options The combination of ability scores, race, class, and background defines your character’s capabilities in the game, and the personal details you create set your
further. This section defines two optional sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special options you can
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Ghallanda seal in the corner of an inn sign assures customers that the establishment meets health and safety standards. Chapter 1 contains more details about dragonmarks and the dragonmarked houses, along with rules for creating dragonmarked characters.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
section offers three variant dragonborn race options that can be used to create a character with clear connections to a specific draconic ancestry. When you’re making a new character using one of these races, use the rules under “Creating Your Character” to fill out the details.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 6: Customization Options The combination of ability scores, race, class, and background defines your character’s capabilities in the game, and the personal details you create set your
go a step further. This chapter defines two optional sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Stat Block Overview A monster has a stat block that contains the rules necessary to use it in the game. Stat blocks are divided into the following parts, which correspond with the example stat block
General Details. The name of the monster is followed by its size, creature type (along with any descriptive tags), and alignment.
2Combat Highlights. Armor Class, Hit Points, Speed, and Initiative
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Stat Block Overview A monster has a stat block that contains the rules necessary to use it in the game. Stat blocks are divided into the following parts, which correspond with the example stat block
General Details. The name of the monster is followed by its size, creature type (along with any descriptive tags), and alignment.
2Combat Highlights. Armor Class, Hit Points, Speed, and Initiative
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
9. Crab Pool A partial collapse of the roof has filled the western doorway with rubble. Characters can’t use the doorway until the rubble is cleared away (see area 5 for details). The plastered walls
of this dark room are slick with moisture and set with colorful stones, starfish, shells, and coral branches. Extruding from the east wall is a stone sculpture of a giant crab, its pincered arms
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
process of creating characters, domains, and stories ripe for chilling D&D adventures. Chapter 1 details how players can create characters primed for fright-filled adventures. It presents options for
Darklords and domains, custom-made foundations for fear highlighting the creator’s and players’ favorite types of terror. Chapter 3 provides an overview of dozens of Ravenloft’s domains, along with details
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Lockbury Henge Yon is home to eight clans of korreds. Queen Argantle, elected to rule over all eight clans, protects this sacred site. Lockbury Henge is meant to be a place where korreds can enjoy
otherwise irritate the korreds, Argantle and Jagu emerge from their megaliths and attack the characters for their insolence. Otherwise, the rule of hospitality (see “Rules of Conduct” in chapter 2
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
laird, who rules over his or her own holdings and directs the clan in dedicating its efforts toward a particular trade or craft. A caste of priests called thuldar officiate all rituals and record the
ruthless and canny ruler who engages in secret meetings with all the city’s councils and clans to keep their members guessing what he’s up to, hands out favors out of the blue, and lets it be known that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
wild. Other characters could found clans or dynasties that revere the memory of their honored ancestors from generation to generation, create masterpieces of epic literature that are sung and retold
point, but they can still advance in meaningful ways and continue performing epic deeds that resound throughout the multiverse. Chapter 7 details epic boons you can use as rewards for these characters to maintain a sense of progress.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
network of which the Bloodgate was a part gave her the ability to open portals directly into the Doomvault. The following sections contain details on the logistics of running an adventure set there. When
originally produced in 2014 as an adventure for the D&D Encounters organized play program. At that time, it also served as a playtest for the rules that eventually became the fifth edition of the game. This






