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Returning 35 results for 'bringing build diffusing concern reside'.
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Species
Mordenkainen Presents: Monsters of the Multiverse
Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s
Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores
Species
Mordenkainen Presents: Monsters of the Multiverse
astral clouds.
Githyanki who reside in the Astral Plane can live indefinitely.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical
;Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores
Changeling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
changelings with suspicion.
A Hidden People
Wherever humans live, changelings reside also; the question is whether their presence is known.
Changelings are born to one of three paths. A few are raised
specific purpose and then might never be used again. However, many changelings develop identities that have more depth. They build an identity over time, crafting a persona with a history and beliefs. This
Wizard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
circle, bringing a whiff of brimstone from the otherworldly plane beyond.
Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
other wizard? Perhaps you’re simply eager to put your newfound magical skills to the test in the face of danger.
QUICK BUILD
You can make a wizard quickly by following these suggestions. First
Changeling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Mordenkainen Presents: Monsters of the Multiverse
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For
of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the
rival orcs first and foremost as competitors for food and victims.
On some occasions, though, tribes that have a common concern band together. The result is an orc horde — a sea of slavering
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Today no civilized place in the North has a significant population of half-orcs, although at least a few of them reside in or on the outskirts of any stable community. Ironically, it is among the largest
city, whether they were born there, arrived overland from elsewhere on the continent, or entered the city by way of ships bringing trade.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Today no civilized place in the North has a significant population of half-orcs, although at least a few of them reside in or on the outskirts of any stable community. Ironically, it is among the largest
city, whether they were born there, arrived overland from elsewhere on the continent, or entered the city by way of ships bringing trade.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Today no civilized place in the North has a significant population of half-orcs, although at least a few of them reside in or on the outskirts of any stable community. Ironically, it is among the largest
city, whether they were born there, arrived overland from elsewhere on the continent, or entered the city by way of ships bringing trade.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
many places the most dominant. Their cultural and societal makeup runs the gamut, from the cosmopolitan folk who reside in great cities such as Baldur’s Gate and Waterdeep to the barbarians who rage
Great Glacier to the fertile shores along rivers and seas. Humans find ways to survive and to thrive almost anywhere. In locations where elves and dwarves have withdrawn, humans often move in and build
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
many places the most dominant. Their cultural and societal makeup runs the gamut, from the cosmopolitan folk who reside in great cities such as Baldur’s Gate and Waterdeep to the barbarians who rage
Great Glacier to the fertile shores along rivers and seas. Humans find ways to survive and to thrive almost anywhere. In locations where elves and dwarves have withdrawn, humans often move in and build
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
many places the most dominant. Their cultural and societal makeup runs the gamut, from the cosmopolitan folk who reside in great cities such as Baldur’s Gate and Waterdeep to the barbarians who rage
Great Glacier to the fertile shores along rivers and seas. Humans find ways to survive and to thrive almost anywhere. In locations where elves and dwarves have withdrawn, humans often move in and build
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Nine Dread Princes reside, with each of these dungeons stocked with enough monsters and hazards to advance the adventurers two or three levels. The adventurers spend their whole careers fighting the
and using it to defeat a cosmic threat. Example 2: Agents of X You can also build a campaign around the idea that the adventurers are agents of something larger than themselves — a kingdom or secret
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Knucklebones, serving as a garage where they build and repair infernal war machines. The Knucklebones answer to Mad Maggie, a night hag warlord who has an agreement with Zariel: the archduke of Avernus leaves
Fort Knucklebone alone as long as Mad Maggie keeps the other warlords in the area in check. Lulu believes that the kenku from the visions reside in the fort and may be able to help, which is
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Knucklebones, serving as a garage where they build and repair infernal war machines. The Knucklebones answer to Mad Maggie, a night hag warlord who has an agreement with Zariel: the archduke of Avernus leaves
Fort Knucklebone alone as long as Mad Maggie keeps the other warlords in the area in check. Lulu believes that the kenku from the visions reside in the fort and may be able to help, which is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Nine Dread Princes reside, with each of these dungeons stocked with enough monsters and hazards to advance the adventurers two or three levels. The adventurers spend their whole careers fighting the
and using it to defeat a cosmic threat. Example 2: Agents of X You can also build a campaign around the idea that the adventurers are agents of something larger than themselves — a kingdom or secret
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Nine Dread Princes reside, with each of these dungeons stocked with enough monsters and hazards to advance the adventurers two or three levels. The adventurers spend their whole careers fighting the
and using it to defeat a cosmic threat. Example 2: Agents of X You can also build a campaign around the idea that the adventurers are agents of something larger than themselves — a kingdom or secret
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Knucklebones, serving as a garage where they build and repair infernal war machines. The Knucklebones answer to Mad Maggie, a night hag warlord who has an agreement with Zariel: the archduke of Avernus leaves
Fort Knucklebone alone as long as Mad Maggie keeps the other warlords in the area in check. Lulu believes that the kenku from the visions reside in the fort and may be able to help, which is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
together, the exact relationship of different planes to one another is largely a theoretical concern. No being in the multiverse can look down and see the planes in their arrangement the same way as we
Midgard. Similarly, one vision of the planes where the deities of the Forgotten Realms reside situates a number of celestial planes in the branches of a World Tree, while the fiendish planes are linked by
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
together, the exact relationship of different planes to one another is largely a theoretical concern. No being in the multiverse can look down and see the planes in their arrangement the same way as we
Midgard. Similarly, one vision of the planes where the deities of the Forgotten Realms reside situates a number of celestial planes in the branches of a World Tree, while the fiendish planes are linked by
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
together, the exact relationship of different planes to one another is largely a theoretical concern. No being in the multiverse can look down and see the planes in their arrangement the same way as we
Midgard. Similarly, one vision of the planes where the deities of the Forgotten Realms reside situates a number of celestial planes in the branches of a World Tree, while the fiendish planes are linked by
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
opportunity to call attention to a detail the characters overlooked. Clearly, this character’s subconscious registered the detail as important!
Involve a current villain. This can help build the
dungeon with no armor or at school with no clothes. Narratively, these dreams can provide a moment of comic relief or heighten the players own concern about what’s happening in the game.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
concern of any stronghold is defense, but older and prosperous strongholds can grow to become wondrous underground cities filled with generations of exquisite dwarven artisanship. Regardless of a
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->Eberron: Rising from the Last War
opportunity to call attention to a detail the characters overlooked. Clearly, this character’s subconscious registered the detail as important!
Involve a current villain. This can help build the
dungeon with no armor or at school with no clothes. Narratively, these dreams can provide a moment of comic relief or heighten the players own concern about what’s happening in the game.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
opportunity to call attention to a detail the characters overlooked. Clearly, this character’s subconscious registered the detail as important!
Involve a current villain. This can help build the
dungeon with no armor or at school with no clothes. Narratively, these dreams can provide a moment of comic relief or heighten the players own concern about what’s happening in the game.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
concern of any stronghold is defense, but older and prosperous strongholds can grow to become wondrous underground cities filled with generations of exquisite dwarven artisanship. Regardless of a
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->Mordenkainen's Tome of Foes
concern of any stronghold is defense, but older and prosperous strongholds can grow to become wondrous underground cities filled with generations of exquisite dwarven artisanship. Regardless of a
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->Eberron: Rising from the Last War
Build Your Group A head of state like Prince Oargev requires a variety of adventurers to do the range of tasks they require. Depending on the kinds of work you do, your party might include some or
land and bringing fugitives to justice. Fighters and paladins make natural Marshals, many being former soldiers who continue fighting the Last War in different venues. They often have reasonable
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Build Your Group A head of state like Prince Oargev requires a variety of adventurers to do the range of tasks they require. Depending on the kinds of work you do, your party might include some or
land and bringing fugitives to justice. Fighters and paladins make natural Marshals, many being former soldiers who continue fighting the Last War in different venues. They often have reasonable
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Build Your Group A head of state like Prince Oargev requires a variety of adventurers to do the range of tasks they require. Depending on the kinds of work you do, your party might include some or
land and bringing fugitives to justice. Fighters and paladins make natural Marshals, many being former soldiers who continue fighting the Last War in different venues. They often have reasonable
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Efreet view all other creatures as enemies or potential serfs. They raid the Material Plane and the elemental planes, bringing captives back to their homes on the Elemental Plane of Fire. Efreet are
oppressive tyrants toward those they force to labor for them. Planar Raiders. Most efreet reside on the Elemental Plane of Fire, either in great domed fortresses of black glass and basalt surrounded by
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Efreet view all other creatures as enemies or potential serfs. They raid the Material Plane and the elemental planes, bringing captives back to their homes on the Elemental Plane of Fire. Efreet are
oppressive tyrants toward those they force to labor for them. Planar Raiders. Most efreet reside on the Elemental Plane of Fire, either in great domed fortresses of black glass and basalt surrounded by
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Efreet view all other creatures as enemies or potential serfs. They raid the Material Plane and the elemental planes, bringing captives back to their homes on the Elemental Plane of Fire. Efreet are
oppressive tyrants toward those they force to labor for them. Planar Raiders. Most efreet reside on the Elemental Plane of Fire, either in great domed fortresses of black glass and basalt surrounded by
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
world. Her fundamental concern is for the well-being of mortal folk, starting with their physical health but also including their need for security, love, and belonging. Divine Relationships Karametra
preventing mortal life from fully flourishing. War—even if it’s couched in noble terms, as Iroas’s followers like to do—is fundamentally an instrument of death, bringing a premature and pointless end to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
world. Her fundamental concern is for the well-being of mortal folk, starting with their physical health but also including their need for security, love, and belonging. Divine Relationships Karametra
preventing mortal life from fully flourishing. War—even if it’s couched in noble terms, as Iroas’s followers like to do—is fundamentally an instrument of death, bringing a premature and pointless end to






