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Tortle
Legacy
This doesn't reflect the latest rules and lore.
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Species
The Tortle Package
and its siblings inherit whatever tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the
watch a frog croaking on a lily pad, or to stand in a crowded human marketplace.
Tortles like to learn new skills. They craft their own tools and weapons, and they are good at building structures and
Species
Mordenkainen Presents: Monsters of the Multiverse
and from out of the corner of your eye, they came to the Material Plane, urged to spread throughout the multiverse by the conquering god Maglubiyet. Centuries later, they still bear a fey gift for
character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining
Species
Mordenkainen Presents: Monsters of the Multiverse
A subterranean folk, goblins can be found in every corner of the multiverse, often beside their bugbear and hobgoblin kin. Long before the god Maglubiyet conquered them, early goblins served in the
character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the adjoining closet (area 7B). Dumbwaiter A dumbwaiter in the corner of the west wall has a button on the wall next to it. Pressing the button rings the tiny bell in area 4A.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the adjoining closet (area 7B). Dumbwaiter A dumbwaiter in the corner of the west wall has a button on the wall next to it. Pressing the button rings the tiny bell in area 4A.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the adjoining closet (area 7B). Dumbwaiter A dumbwaiter in the corner of the west wall has a button on the wall next to it. Pressing the button rings the tiny bell in area 4A.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. A web-filled parlor in the southwest corner contains a table and two chairs. Resting on the dusty tablecloth is an empty porcelain bowl and a matching jug. A door facing the foot of the bed has a
full-length mirror mounted on it. The door opens to reveal an empty, dust-choked closet (area 12B). A door in the parlor leads to an outside balcony (area 12C). Dumbwaiter A dumbwaiter in the corner of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. A web-filled parlor in the southwest corner contains a table and two chairs. Resting on the dusty tablecloth is an empty porcelain bowl and a matching jug. A door facing the foot of the bed has a
full-length mirror mounted on it. The door opens to reveal an empty, dust-choked closet (area 12B). A door in the parlor leads to an outside balcony (area 12C). Dumbwaiter A dumbwaiter in the corner of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. A web-filled parlor in the southwest corner contains a table and two chairs. Resting on the dusty tablecloth is an empty porcelain bowl and a matching jug. A door facing the foot of the bed has a
full-length mirror mounted on it. The door opens to reveal an empty, dust-choked closet (area 12B). A door in the parlor leads to an outside balcony (area 12C). Dumbwaiter A dumbwaiter in the corner of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
eye and ten small peripheral eyes. (Hidden behind the tapestry is a secret door.)
Crystal Door. A crystal door in one corner of the room stands closed. Beyond the door is a small, magically lit
pale white light, illuminating the whole chamber.
Key. Lying on the chamber floor is a flat mithral key.
The buttons on each brass panel and their effects are as follows: The top button is engraved
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
eye and ten small peripheral eyes. (Hidden behind the tapestry is a secret door.)
Crystal Door. A crystal door in one corner of the room stands closed. Beyond the door is a small, magically lit
pale white light, illuminating the whole chamber.
Key. Lying on the chamber floor is a flat mithral key.
The buttons on each brass panel and their effects are as follows: The top button is engraved
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
eye and ten small peripheral eyes. (Hidden behind the tapestry is a secret door.)
Crystal Door. A crystal door in one corner of the room stands closed. Beyond the door is a small, magically lit
pale white light, illuminating the whole chamber.
Key. Lying on the chamber floor is a flat mithral key.
The buttons on each brass panel and their effects are as follows: The top button is engraved
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->Baldur's Gate: Descent into Avernus
clay roof tiles. Ten-foot-tall walls enclose a large courtyard outside the southeast corner of the building. The closed wooden doors to the courtyard are engraved with images of smiling nymphs
Arrival at the Bathhouse When the characters arrive at the bathhouse, read the following boxed text aloud to the players: The bathhouse is a one-story stuccoed building with stained-glass windows and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
clay roof tiles. Ten-foot-tall walls enclose a large courtyard outside the southeast corner of the building. The closed wooden doors to the courtyard are engraved with images of smiling nymphs
Arrival at the Bathhouse When the characters arrive at the bathhouse, read the following boxed text aloud to the players: The bathhouse is a one-story stuccoed building with stained-glass windows and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
clay roof tiles. Ten-foot-tall walls enclose a large courtyard outside the southeast corner of the building. The closed wooden doors to the courtyard are engraved with images of smiling nymphs
Arrival at the Bathhouse When the characters arrive at the bathhouse, read the following boxed text aloud to the players: The bathhouse is a one-story stuccoed building with stained-glass windows and
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->Storm Lord’s Wrath
Triboar Trail and the High Road. Two entrances into the building are apparent: a smaller one at the northern corner, and a larger one, suitable for beasts of burden and wagons, near the first.
Right now
Undead Attack This encounter occurs at night. As the characters approach the junction of the Triboar Trail and the High Road, set the scene: An oddly shaped building sits at the juncture of the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Triboar Trail and the High Road. Two entrances into the building are apparent: a smaller one at the northern corner, and a larger one, suitable for beasts of burden and wagons, near the first.
Right now
Undead Attack This encounter occurs at night. As the characters approach the junction of the Triboar Trail and the High Road, set the scene: An oddly shaped building sits at the juncture of the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Triboar Trail and the High Road. Two entrances into the building are apparent: a smaller one at the northern corner, and a larger one, suitable for beasts of burden and wagons, near the first.
Right now
Undead Attack This encounter occurs at night. As the characters approach the junction of the Triboar Trail and the High Road, set the scene: An oddly shaped building sits at the juncture of the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
adventures. Lineages. Consider an origin that ties you to a grim progenitor or inexplicable experience. Lineages can serve as your character’s race or overshadow your previous race. Dark Gifts. Determine
also explore how mystery might drive your character. Horror Trinkets. Learn what creepy curio inspires or haunts your adventures. Monster hunters Gennifer and Laurie Weathermay- Foxgrove
corner the werewolf Natalia Vhorishkova
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






