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Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 2: Races A visit to one of the great cities in the worlds of Dungeons & Dragons — Waterdeep, the Free City of Greyhawk, or even uncanny Sigil, the City of Doors — overwhelms the senses
races, from diminutive halflings and stout dwarves to majestically beautiful elves, mingling among a variety of human ethnicities. Scattered among these common peoples are less numerous folk: a hulking
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 2: Races A visit to one of the great cities in the worlds of Dungeons & Dragons — Waterdeep, the Free City of Greyhawk, or even uncanny Sigil, the City of Doors — overwhelms the senses
races, from diminutive halflings and stout dwarves to majestically beautiful elves, mingling among a variety of human ethnicities. Scattered among these common peoples are less numerous folk: a hulking
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 2: Races A visit to one of the great cities in the worlds of Dungeons & Dragons — Waterdeep, the Free City of Greyhawk, or even uncanny Sigil, the City of Doors — overwhelms the senses
races, from diminutive halflings and stout dwarves to majestically beautiful elves, mingling among a variety of human ethnicities. Scattered among these common peoples are less numerous folk: a hulking
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Chapter 2: Character Races Heroes come in many shapes and sizes. This chapter presents character races that are some of the more distinctive race options in the D&D multiverse. They supplement the
consider the implications for their world before adding a new race. Your DM may say yes or no to you using a race or may modifiy it in some way. The following races are detailed in this chapter: Aasimar
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Chapter 1: Fantastical Races Gathering together fantastical races from throughout the D&D multiverse, this chapter offers the following races for player characters, supplementing the race options in
of these races are based on creatures that appear in the Monster Manual or the bestiary of this book. Consult with your DM to see whether an option here is appropriate for your campaign. If you do use a race in this chapter, first read the “Creating Your Character” section below.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Chapter 1: Fantastical Races Gathering together fantastical races from throughout the D&D multiverse, this chapter offers the following races for player characters, supplementing the race options in
of these races are based on creatures that appear in the Monster Manual or the bestiary of this book. Consult with your DM to see whether an option here is appropriate for your campaign. If you do use a race in this chapter, first read the “Creating Your Character” section below.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 2: Races A visit to one of the great cities in the worlds of Dungeons & Dragons — Waterdeep, the Free City of Greyhawk, or even uncanny Sigil, the City of Doors — overwhelms the senses
races, from diminutive halflings and stout dwarves to majestically beautiful elves, mingling among a variety of human ethnicities. Scattered among these common peoples are less numerous folk: a hulking
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Chapter 2: Character Races Heroes come in many shapes and sizes. This chapter presents character races that are some of the more distinctive race options in the D&D multiverse. They supplement the
consider the implications for their world before adding a new race. Your DM may say yes or no to you using a race or may modifiy it in some way. The following races are detailed in this chapter: Aasimar
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Chapter 1: Fantastical Races Gathering together fantastical races from throughout the D&D multiverse, this chapter offers the following races for player characters, supplementing the race options in
of these races are based on creatures that appear in the Monster Manual or the bestiary of this book. Consult with your DM to see whether an option here is appropriate for your campaign. If you do use a race in this chapter, first read the “Creating Your Character” section below.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Chapter 2: Character Races Heroes come in many shapes and sizes. This chapter presents character races that are some of the more distinctive race options in the D&D multiverse. They supplement the
consider the implications for their world before adding a new race. Your DM may say yes or no to you using a race or may modifiy it in some way. The following races are detailed in this chapter: Aasimar
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 2: Races A visit to one of the great cities in the worlds of Dungeons & Dragons — Waterdeep, the Free City of Greyhawk, or even uncanny Sigil, the City of Doors — overwhelms the senses
races, from diminutive halflings and stout dwarves to majestically beautiful elves, mingling among a variety of human ethnicities. Scattered among these common peoples are less numerous folk: a hulking
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 2: Races A visit to one of the great cities in the worlds of Dungeons & Dragons — Waterdeep, the Free City of Greyhawk, or even uncanny Sigil, the City of Doors — overwhelms the senses
races, from diminutive halflings and stout dwarves to majestically beautiful elves, mingling among a variety of human ethnicities. Scattered among these common peoples are less numerous folk: a hulking
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Chapter 3: Races of Eberron The Bazaar in Sharn is flooded with merchants and customers. An Aereni elf scowls behind a golden deathmask as she argues with a dwarf merchant. As a Talenta halfling
mounts. This chapter provides an overview of the common races and their role in the world. It also presents four new races that were originally developed for the Eberron campaign setting. Changelings
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Chapter 3: Races of Eberron The Bazaar in Sharn is flooded with merchants and customers. An Aereni elf scowls behind a golden deathmask as she argues with a dwarf merchant. As a Talenta halfling
mounts. This chapter provides an overview of the common races and their role in the world. It also presents four new races that were originally developed for the Eberron campaign setting. Changelings
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Chapter 3: Races of Eberron The Bazaar in Sharn is flooded with merchants and customers. An Aereni elf scowls behind a golden deathmask as she argues with a dwarf merchant. As a Talenta halfling
mounts. This chapter provides an overview of the common races and their role in the world. It also presents four new races that were originally developed for the Eberron campaign setting. Changelings
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Chapter 3: Races of the Realms Faerûn is home to many races, some of them immigrants from other worlds who found their way here in ancient times when gates and portals were more plentiful, and easier
to traverse. Others are relative newcomers to the world, still finding a place for themselves among the long-established races. The civilizations of the elder races have declined, while those of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Chapter 3: Races of the Realms Faerûn is home to many races, some of them immigrants from other worlds who found their way here in ancient times when gates and portals were more plentiful, and easier
to traverse. Others are relative newcomers to the world, still finding a place for themselves among the long-established races. The civilizations of the elder races have declined, while those of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Chapter 3: Races of the Realms Faerûn is home to many races, some of them immigrants from other worlds who found their way here in ancient times when gates and portals were more plentiful, and easier
to traverse. Others are relative newcomers to the world, still finding a place for themselves among the long-established races. The civilizations of the elder races have declined, while those of the
Spells
Player’s Handbook
the sphere into a creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5
feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and
Magic Items
Guildmasters’ Guide to Ravnica
know, the DC for the Intelligence (Arcana) check is 10, and on a failed check, there is no effect.
1st-Level Spells
d6
Spell
1
burning hands
2
chaos bolt (see chapter
races
Shadow fey are the most abundant and established of the races who dwell in the Shadow Realm. They were long ago stolen away from the Bright Lands with promises of power. To outsiders, however, their
toward the cultivation and trade of these emotions made tangible by fey magic (see Chapter 10 of Book of Ebon Tides for examples of such memory philters).
Outside of the courts, shadow fey have
Monsters
The Book of Many Things
intruders in sight with reckless abandon.
Cultists of Aurnozci
Aurnozci grants its cultists the following trait:
Burning Corpse. When the creature dies, its body is reduced to a pile of smoldering
embers in the space where it fell. The ashes take 1 minute to cool. Until then, a creature takes 3 (1d6);{"diceNotation":"1d6", "rollType":"damage", "rollAction":"Burning Corpse", "rollDamageType":"fire
races
Fizban's Treasury of Dragons
character is a member of the human race or one of the game’s fantastical races. If you select one of the dragonborn races in this chapter, follow these additional rules during character creation
races
Satarre are renowned planar travelers, and visits to the Shadow Realm are no exception. As the populations of races grow in the various kingdoms of shadow, so the network of gateways feeding into
their shadow roads also grows. None are more aware of this than the unbound satarre, a small faction zealously dedicated to unraveling barriers between the worlds. The unbound satarre are a curiosity
races
Fizban's Treasury of Dragons
the game’s fantastical races. If you select one of the dragonborn races in this chapter, follow these additional rules during character creation.
Ability Score Increases
When determining your
races
Fizban's Treasury of Dragons
. If you select one of the dragonborn races in this chapter, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores
forest, toxic and corrosive.
Creating Your Character
When you create your D&D character, you decide whether your character is a member of the human race or one of the game’s fantastical races
races
Mordenkainen Presents: Monsters of the Multiverse
type of creature they are. Most player characters are of the Humanoid type. A race in this chapter tells you what your character’s creature type is.
Here’s a list of the game’s
of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live
Backgrounds
Sword Coast Adventurer's Guide
hiring out as mercenaries to whoever in the North would pay them. Since then the mercenary company has broadened its membership to other races, but every member is an exile, criminal, or misfit of some
chapter 8 of the Player’s Handbook).
Suggested Characteristics
Use the tables for the soldier background below as the basis for your traits and motivations, modifying the entries
Monsters
Princes of the Apocalypse
(such as the Weeping Colossus in chapter 5). On initiative count 20 (losing initiative ties), Imix uses his lair action to cause one of the following effects:
Any fires in the lair flare up
be knocked prone, in addition to the normal damage for contact with molten rock.
A thick cloud of black smoke and burning embers fills a 40-foot-radius sphere within 120 feet of Imix, lasting until
Backgrounds
Sword Coast Adventurer's Guide
formidable adventurer.
See the “Uthgardt Lands” section of chapter 2 for details on each tribe’s territory and its activities that will help you choose your affiliation.
Skill
fullest.
3
I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me.
4
I am slow to trust members of other races, tribes, and
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Basic Rules (2014)
picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves.
Short and Stout
Bold
them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.
Dwarves are solid and enduring like the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Humans Humans dwell in every corner of Toril and encompass a full range of cultures and ethnicities. Along the Sword Coast and across the North, humans are the most pervasive of the races and in
throughout the Savage Frontier. Humans are famous for their adaptability. No other race lives in so many diverse lands or environments, from lush jungles to burning deserts, from the eternal cold of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Humans Humans dwell in every corner of Toril and encompass a full range of cultures and ethnicities. Along the Sword Coast and across the North, humans are the most pervasive of the races and in
throughout the Savage Frontier. Humans are famous for their adaptability. No other race lives in so many diverse lands or environments, from lush jungles to burning deserts, from the eternal cold of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Humans Humans dwell in every corner of Toril and encompass a full range of cultures and ethnicities. Along the Sword Coast and across the North, humans are the most pervasive of the races and in
throughout the Savage Frontier. Humans are famous for their adaptability. No other race lives in so many diverse lands or environments, from lush jungles to burning deserts, from the eternal cold of the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
creature’s space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
pits up to 10 feet wide. Flammable objects that aren’t being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.






