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Returning 35 results for 'buildings binding during clans rules'.
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Monsters
Quests from the Infinite Staircase
buildings, objects, and raw materials, making them phenomenal excavators—and, if the occasion calls for it, sappers and saboteurs. Pechs enjoy sculpting and carving vast networks of tunnels and warrens
, where they live in clans and mine precious metals and gems.
Small and lithe, pechs have long, thin limbs and broad feet. Their large, pupilless eyes are sensitive to bright light, which they avoid
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
fae kindguards are in direct service to Talion, the Kindly Lord. Nine times nine have these high fae sworn a binding oath to protect the Kindly Lord, each time pricking their hand on a hawthorn
operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be spoken (though misdirection and riddles are always welcome). To
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
terrain (see “Difficult Terrain” in the Basic Rules). Intact buildings are rundown, ramshackle stone cottages that are otherwise still standing. Their wooden doors are swollen and require a successful
three-quarters cover against attacks from the other side (see “Cover” in the Basic Rules). Dusty old furnishings such as simple wooden chairs and tables remain in most intact buildings. Trees and Brush
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
terrain (see “Difficult Terrain” in the Basic Rules). Intact buildings are rundown, ramshackle stone cottages that are otherwise still standing. Their wooden doors are swollen and require a successful
three-quarters cover against attacks from the other side (see “Cover” in the Basic Rules). Dusty old furnishings such as simple wooden chairs and tables remain in most intact buildings. Trees and Brush
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
terrain (see “Difficult Terrain” in the Basic Rules). Intact buildings are rundown, ramshackle stone cottages that are otherwise still standing. Their wooden doors are swollen and require a successful
three-quarters cover against attacks from the other side (see “Cover” in the Basic Rules). Dusty old furnishings such as simple wooden chairs and tables remain in most intact buildings. Trees and Brush
classes
Player’s Handbook
the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons
level 1 features, which are listed in the Warlock Features table. See the multiclassing rules to determine your available spell slots.
Warlock Features
Level
Proficiency Bonus
Class Features
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->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->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
Gruul Clans KEV WALKER Jace had never seen, or for that matter smelled, a Gruul war party at all. Their armor was made from animal hides and bones, and their weaponry was heavy pieces of scavenged
largest and mightiest of them all.
— Doug Beyer, Return to Ravnica: The Secretist
The Gruul Clans are a wild people in a civilized land, a loose affiliation of bands that squat on the fringes of
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Gruul Clans KEV WALKER Jace had never seen, or for that matter smelled, a Gruul war party at all. Their armor was made from animal hides and bones, and their weaponry was heavy pieces of scavenged
largest and mightiest of them all.
— Doug Beyer, Return to Ravnica: The Secretist
The Gruul Clans are a wild people in a civilized land, a loose affiliation of bands that squat on the fringes of
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Gruul Clans KEV WALKER Jace had never seen, or for that matter smelled, a Gruul war party at all. Their armor was made from animal hides and bones, and their weaponry was heavy pieces of scavenged
largest and mightiest of them all.
— Doug Beyer, Return to Ravnica: The Secretist
The Gruul Clans are a wild people in a civilized land, a loose affiliation of bands that squat on the fringes of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Marches were the first druids on Khorvaire. The Gatekeepers played a crucial role in defeating the alien daelkyr and binding this evil in Khyber, and their descendants continue to maintain the ancient
clans. The dragonmarked House Tharashk arose from this union. While full orcs cannot carry the Mark of Finding they are an important part of the house and can be found across Khorvaire as part of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Marches were the first druids on Khorvaire. The Gatekeepers played a crucial role in defeating the alien daelkyr and binding this evil in Khyber, and their descendants continue to maintain the ancient
clans. The dragonmarked House Tharashk arose from this union. While full orcs cannot carry the Mark of Finding they are an important part of the house and can be found across Khorvaire as part of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Marches were the first druids on Khorvaire. The Gatekeepers played a crucial role in defeating the alien daelkyr and binding this evil in Khyber, and their descendants continue to maintain the ancient
clans. The dragonmarked House Tharashk arose from this union. While full orcs cannot carry the Mark of Finding they are an important part of the house and can be found across Khorvaire as part of
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Gruul Creatures Many dangerous creatures haunt the rubblebelts and other places the Gruul Clans inhabit. Beasts Gruul territory is full of beasts of all sizes. Herds of giant boars (see the Monster
Manual) called batterboars roam the rubblebelts; each batterboar can grow to be the size of a mammoth (as in the Monster Manual), and the passage of a herd can shake the ground and topple buildings
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Gruul Creatures Many dangerous creatures haunt the rubblebelts and other places the Gruul Clans inhabit. Beasts Gruul territory is full of beasts of all sizes. Herds of giant boars (see the Monster
Manual) called batterboars roam the rubblebelts; each batterboar can grow to be the size of a mammoth (as in the Monster Manual), and the passage of a herd can shake the ground and topple buildings
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Gruul Creatures Many dangerous creatures haunt the rubblebelts and other places the Gruul Clans inhabit. Beasts Gruul territory is full of beasts of all sizes. Herds of giant boars (see the Monster
Manual) called batterboars roam the rubblebelts; each batterboar can grow to be the size of a mammoth (as in the Monster Manual), and the passage of a herd can shake the ground and topple buildings
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Every community contains murals and statues scattered throughout. Most fixtures and buildings are designed for those of small stature, but buildings constructed for taller folk also exist. The Zil
have a talent for illusion and for binding elementals, and they incorporate both of these forms of magic into everyday life. Korranberg Nestled against the base of the Seawall Mountains, Korranberg is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Every community contains murals and statues scattered throughout. Most fixtures and buildings are designed for those of small stature, but buildings constructed for taller folk also exist. The Zil
have a talent for illusion and for binding elementals, and they incorporate both of these forms of magic into everyday life. Korranberg Nestled against the base of the Seawall Mountains, Korranberg is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Every community contains murals and statues scattered throughout. Most fixtures and buildings are designed for those of small stature, but buildings constructed for taller folk also exist. The Zil
have a talent for illusion and for binding elementals, and they incorporate both of these forms of magic into everyday life. Korranberg Nestled against the base of the Seawall Mountains, Korranberg is
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
and stone giants that also live among the Gruul Clans. They are occasionally joined by cyclopes, ettins, fomorians, and ogres. Like the rest of the Gruul, they hate the urban development that encroaches
walk through buildings, trample people underfoot, and generally cause as much chaos as possible. They often armor themselves with pieces of buildings and wield columns or other architectural elements
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
and stone giants that also live among the Gruul Clans. They are occasionally joined by cyclopes, ettins, fomorians, and ogres. Like the rest of the Gruul, they hate the urban development that encroaches
walk through buildings, trample people underfoot, and generally cause as much chaos as possible. They often armor themselves with pieces of buildings and wield columns or other architectural elements
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
and stone giants that also live among the Gruul Clans. They are occasionally joined by cyclopes, ettins, fomorians, and ogres. Like the rest of the Gruul, they hate the urban development that encroaches
walk through buildings, trample people underfoot, and generally cause as much chaos as possible. They often armor themselves with pieces of buildings and wield columns or other architectural elements
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->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->Monster Manual
Mummies Deathless Ancients with Ageless Ambitions Habitat: Desert, Swamp; Treasure: Relics Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all
curse can be healed only by the Remove Curse spell or similar magic. Rule 7: Before opening a sarcophagus, light a torch.
—X the Mystic’s
Rules of Dungeon Survival
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->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->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
Mummies Deathless Ancients with Ageless Ambitions Habitat: Desert, Swamp; Treasure: Relics Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all
curse can be healed only by the Remove Curse spell or similar magic. Rule 7: Before opening a sarcophagus, light a torch.
—X the Mystic’s
Rules of Dungeon Survival
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mummies Deathless Ancients with Ageless Ambitions Habitat: Desert, Swamp; Treasure: Relics Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all
curse can be healed only by the Remove Curse spell or similar magic. Rule 7: Before opening a sarcophagus, light a torch.
—X the Mystic’s
Rules of Dungeon Survival
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->Eberron: Rising from the Last War
Orcs of the Shadow Marches The orc Gatekeepers played a crucial role in defeating the daelkyr and binding their evil in Khyber, and their descendants continue to maintain the ancient seals and fight
between these outsiders and the native orcs. Certain Marcher clans contain humans, orcs, and half-orcs in roughly equal numbers. When playing an orc or half-orc character from the Shadow Marches
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Orcs of the Shadow Marches The orc Gatekeepers played a crucial role in defeating the daelkyr and binding their evil in Khyber, and their descendants continue to maintain the ancient seals and fight
between these outsiders and the native orcs. Certain Marcher clans contain humans, orcs, and half-orcs in roughly equal numbers. When playing an orc or half-orc character from the Shadow Marches