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Returning 35 results for 'brazia building diffusing claimed race'.
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Monsters
Fizban's Treasury of Dragons
dragon scale on the deck.
2
A topaz dragon has claimed a stretch of coastline and ordered the residents of a seaside town to vacate the area or suffer the dragon’s wrath.
3
A fishery
, but the dragon is too proud to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the
Monsters
Fizban's Treasury of Dragons
.
2
A topaz dragon has claimed a stretch of coastline and ordered the residents of a seaside town to vacate the area or suffer the dragon’s wrath.
3
A fishery that specializes in a type
to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon’s clutches
Backgrounds
Baldur’s Gate: Descent into Avernus
only breaking knees when it can plausibly be claimed as an act of personal revenge. Others join up with crews for protection, or with the Guild itself. A few former Guild members have been cast out of
Guild took over your family business, ran it into the ground, and burned the building for insurance money. You were driven into crime yourself, but you’ll never work for the Guild. You take
Kenku
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
at the burned-out building, a sudden cacophony erupted around us. Birds squawked, cats hissed, and dogs growled. Lidda hustled us back to the city’s safer avenues. Only when we were back within
the area patrolled by the guard did she explain that the noises indicated that the wingless folk had claimed that area, and that to trespass would be to court death.
— Gimble, Notes from a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Choosing a Race Humans are the most common people in the worlds of D&D, but they live and work alongside dwarves, elves, halflings, and countless other fantastic species. Your character belongs to
one of these peoples. Not every intelligent race of the multiverse is appropriate for a player-controlled adventurer. Dwarves, elves, halflings, and humans are the most common races to produce the sort
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Choosing a Race Humans are the most common people in the worlds of D&D, but they live and work alongside dwarves, elves, halflings, and countless other fantastic species. Your character belongs to
one of these peoples. Not every intelligent race of the multiverse is appropriate for a player-controlled adventurer. Dwarves, elves, halflings, and humans are the most common races to produce the sort
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Choosing a Race Humans are the most common people in the worlds of D&D, but they live and work alongside dwarves, elves, halflings, and countless other fantastic species. Your character belongs to
one of these peoples. Not every intelligent race of the multiverse is appropriate for a player-controlled adventurer. Dwarves, elves, halflings, and humans are the most common races to produce the sort
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Choosing a Race Humans are the most common people in the worlds of D&D, but they live and work alongside dwarves, elves, halflings, and countless other fantastic species. Your character belongs to
one of these peoples. Not every intelligent race of the multiverse is appropriate for a player-controlled adventurer. Dwarves, elves, halflings, and humans are the most common races to produce the sort
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Choosing a Race Humans are the most common people in the worlds of D&D, but they live and work alongside dwarves, elves, halflings, and countless other fantastic species. Your character belongs to
one of these peoples. Not every intelligent race of the multiverse is appropriate for a player-controlled adventurer. Dwarves, elves, halflings, and humans are the most common races to produce the sort
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Choosing a Race Humans are the most common people in the worlds of D&D, but they live and work alongside dwarves, elves, halflings, and countless other fantastic species. Your character belongs to
one of these peoples. Not every intelligent race of the multiverse is appropriate for a player-controlled adventurer. Dwarves, elves, halflings, and humans are the most common races to produce the sort
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
them later.
Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well.
BUILDING BRUENOR, STEP 1
Bob is sitting down to
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
about these races. The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
them later.
Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well.
BUILDING BRUENOR, STEP 1
Bob is sitting down to
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
them later.
Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well.
BUILDING BRUENOR, STEP 1
Bob is sitting down to
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
about these races. The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
about these races. The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the burned-out building, a sudden cacophony erupted around us. Birds squawked, cats hissed, and dogs growled. Lidda hustled us back to the city’s safer avenues. Only when we were back within the area
patrolled by the guard did she explain that the noises indicated that the wingless folk had claimed that area, and that to trespass would be to court death.
— Gimble, Notes from a Treasure Hunter
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the burned-out building, a sudden cacophony erupted around us. Birds squawked, cats hissed, and dogs growled. Lidda hustled us back to the city’s safer avenues. Only when we were back within the area
patrolled by the guard did she explain that the noises indicated that the wingless folk had claimed that area, and that to trespass would be to court death.
— Gimble, Notes from a Treasure Hunter
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the burned-out building, a sudden cacophony erupted around us. Birds squawked, cats hissed, and dogs growled. Lidda hustled us back to the city’s safer avenues. Only when we were back within the area
patrolled by the guard did she explain that the noises indicated that the wingless folk had claimed that area, and that to trespass would be to court death.
— Gimble, Notes from a Treasure Hunter
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a heavily armored warforged stands guard Building on the book’s introduction, this chapter reveals how you can create a character shaped by Eberron and its war-filled history. The chapter offers you
the following choices: Race. Choose one of the playable races detailed in this chapter, or pick a race from the Player’s Handbook and learn here how Eberron has affected that species’ development
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a heavily armored warforged stands guard Building on the book’s introduction, this chapter reveals how you can create a character shaped by Eberron and its war-filled history. The chapter offers you
the following choices: Race. Choose one of the playable races detailed in this chapter, or pick a race from the Player’s Handbook and learn here how Eberron has affected that species’ development
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
owlin, a character race option perfect for playing an owl-like student. “Choosing a College” gives advice on building a character for adventuring in Strixhaven. “Strixhaven Backgrounds” presents a
, drawing on player character rules from the Player’s Handbook and other D&D books. This chapter adds to that wealth of options with the material in the following sections: “Race Option” presents the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
owlin, a character race option perfect for playing an owl-like student. “Choosing a College” gives advice on building a character for adventuring in Strixhaven. “Strixhaven Backgrounds” presents a
, drawing on player character rules from the Player’s Handbook and other D&D books. This chapter adds to that wealth of options with the material in the following sections: “Race Option” presents the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a heavily armored warforged stands guard Building on the book’s introduction, this chapter reveals how you can create a character shaped by Eberron and its war-filled history. The chapter offers you
the following choices: Race. Choose one of the playable races detailed in this chapter, or pick a race from the Player’s Handbook and learn here how Eberron has affected that species’ development
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
owlin, a character race option perfect for playing an owl-like student. “Choosing a College” gives advice on building a character for adventuring in Strixhaven. “Strixhaven Backgrounds” presents a
, drawing on player character rules from the Player’s Handbook and other D&D books. This chapter adds to that wealth of options with the material in the following sections: “Race Option” presents the
Monsters
Fizban's Treasury of Dragons
to what happened is a single topaz dragon scale on the deck.
2
A topaz dragon has claimed a stretch of coastline and ordered the residents of a seaside town to vacate the area or suffer the
injured and stranded far from the sea, but the dragon is too proud to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching
Monsters
Fizban's Treasury of Dragons
single topaz dragon scale on the deck.
2
A topaz dragon has claimed a stretch of coastline and ordered the residents of a seaside town to vacate the area or suffer the dragon’s wrath
from the sea, but the dragon is too proud to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
denizens and cultists of the dragon vie for power at the ruins of Castle Naerytar. This stout, stone castle was the home of a half-elf wizard, but he abandoned it long ago when the swamp claimed the area
destruction, the members modified the castle by building an observatory into the top floor of the keep. Some of their magical viewing equipment is still there. Now the Cult of the Dragon has moved
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
denizens and cultists of the dragon vie for power at the ruins of Castle Naerytar. This stout, stone castle was the home of a half-elf wizard, but he abandoned it long ago when the swamp claimed the area
destruction, the members modified the castle by building an observatory into the top floor of the keep. Some of their magical viewing equipment is still there. Now the Cult of the Dragon has moved
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
strait. When the separation occurred, tortles living in the vicinity claimed the island as their domain. The strait provided a natural defense against aggressive mainland predators. The tortles of the
flattering light. In time, she persuaded them to raise a palace in her deity’s honor. The cleric chose a mountainside overlooking the sea, and there the tortles spent a decade building Dangwaru, the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
denizens and cultists of the dragon vie for power at the ruins of Castle Naerytar. This stout, stone castle was the home of a half-elf wizard, but he abandoned it long ago when the swamp claimed the area
destruction, the members modified the castle by building an observatory into the top floor of the keep. Some of their magical viewing equipment is still there. Now the Cult of the Dragon has moved
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
denizens and cultists of the dragon vie for power at the ruins of Castle Naerytar. This stout, stone castle was the home of a half-elf wizard, but he abandoned it long ago when the swamp claimed the area
destruction, the members modified the castle by building an observatory into the top floor of the keep. Some of their magical viewing equipment is still there. Now the Cult of the Dragon has moved
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
strait. When the separation occurred, tortles living in the vicinity claimed the island as their domain. The strait provided a natural defense against aggressive mainland predators. The tortles of the
flattering light. In time, she persuaded them to raise a palace in her deity’s honor. The cleric chose a mountainside overlooking the sea, and there the tortles spent a decade building Dangwaru, the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
strait. When the separation occurred, tortles living in the vicinity claimed the island as their domain. The strait provided a natural defense against aggressive mainland predators. The tortles of the
flattering light. In time, she persuaded them to raise a palace in her deity’s honor. The cleric chose a mountainside overlooking the sea, and there the tortles spent a decade building Dangwaru, the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
denizens and cultists of the dragon vie for power at the ruins of Castle Naerytar. This stout, stone castle was the home of a half-elf wizard, but he abandoned it long ago when the swamp claimed the area
destruction, the members modified the castle by building an observatory into the top floor of the keep. Some of their magical viewing equipment is still there. Now the Cult of the Dragon has moved






