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Returning 35 results for 'choose reflecting guides to have raising'.
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Monsters
Spelljammer: Adventures in Space
important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children.
Many astral elves are thousands (in some cases tens of thousands) of years old
. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike
Monsters
Spelljammer: Adventures in Space
their time outside the Deep Astral to replenish their numbers by having and raising children.
Many astral elves are thousands (in some cases tens of thousands) of years old. Whatever their disposition
, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to explore the far reaches
Monsters
Spelljammer: Adventures in Space
the Deep Astral to replenish their numbers by having and raising children.
Many astral elves are thousands (in some cases tens of thousands) of years old. Whatever their disposition, their longevity
gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to explore the far reaches of the multiverse
Monsters
Spelljammer: Adventures in Space
elves use to grow crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children.
Many astral elves are
. Whether they choose to live in quiet contemplation or strike out to explore the far reaches of the multiverse, astral elves tend to see events happening elsewhere as having little or no meaning to them
Monsters
Spelljammer: Adventures in Space
crystals and repair their ships. Most important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children.
Many astral elves are thousands (in
some cases tens of thousands) of years old. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to
Species
Guildmasters’ Guide to Ravnica
skilled at not displaying it. Cool rationality guides their actions, they make and follow careful plans, and they are patient enough to do nothing when the ideal outcome relies on such inaction
usually choose new names for themselves as part of their transition into adulthood. They rarely use family names.
Male Names: Aglar, Bellin, Dallid, Firellan, Kavin, Koplony, Lomar, Mathvan, Modar, Nebun
Backgrounds
Ghosts of Saltmarsh
hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions. You can roll on the following table to determine this hardship or choose one that best fits
races
spirits for guidance and are unafraid to meet their mortal demise. All things must have their place in laneshi society, which is built on a rigid caste system reflecting this view.
The mystic caste
warfare but diplomacy, farming, and the raising and educating of children. The warrior caste is roughly double the size of the mystic caste, structured as a meritocracy, with great deeds leading to
Animate Dead
Legacy
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Spells
Basic Rules (2014)
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead
spells
with a foul mimicry of life, raising it as an Undead creature. You can choose for the target to become an Undead creature of CR 3 or lower (the GM has the creature’s game statistics).
On each
Choose a corpse, or a number or corpses, within range that are equivalent to the size of the creature you are animating (the GM determines how many corpses are required). Your spell imbues the target
races
Mordenkainen Presents: Monsters of the Multiverse
’s grim energy.
Shadar-kai have ashen skin tones, and while they’re in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane.
Like other elves
, shadar-kai can live to be over 750 years old.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
secrecy they desire is never worth endangering the innocent.
Aasimar Guides
An aasimar, except for one who has turned to evil, has a link to an angelic being. That being—usually a deva&mdash
deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them.
Even aasimar wholly dedicated to good sometimes feel torn
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
particular guilds, reflecting the traditions and training of those guilds. This section can help you choose a guild if you already know what class you want to play.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
River Olung Steaming-hot water from Lake Luo cools quickly as it tumbles down rapids and low cataracts. This river is recognized by guides and explorers as an important boundary. To the east is
“normal” jungle; to the west is undead territory. For this reason alone, some expeditions choose to enter the peninsula through Refuge Bay.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
a distant tower. Standing in her stirrups and raising her sword, she turns her mount toward the dragon, ready to battle once again for the sake of Ravnica. Ravnica is a whole new world for your
your point of entry into Ravnica as a setting for your D&D campaign. It guides you through the process of creating characters and adventures set here. Chapter 1 is all about building characters. It
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Scions of Elemental Evil Beneath the Temple of Elemental Evil lies a labyrinth of tombs and ritual chambers. For years these dungeons have lain in ruin. Now forsaken souls return, raising an army of
different set of adventurers who recently tumbled into the D&D multiverse. Each player can choose one of these characters or provide a character of their own.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Miracles. As the simplest form of miracle, a god can produce the effect of any spell that devotees of that god might cast (typically Cleric or Druid spells). But a god’s direct intervention can take any form you choose, often reflecting the god’s nature.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
guides, they can decide which agent they want to initially return to. (Even if the characters have done secret deals with both agents, they should choose one to be their initial contact upon their
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
raging halfling barbarian riding a furious clawfoot raptor. Talenta religion reveres spirits, both departed ancestors and natural spirits. Each tribe has a lath—a chieftain who guides the tribe—and
shamans who consult the spirits and choose the paths of migration. In the past, the tribes stood alone, but during the Last War, many halflings came together under Lathon Halpum to defend their land
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Finding a Guide Guides can be retained in Port Nyanzaru or Fort Beluarian. All Port Nyanzaru guides must register and serve under the auspices of Jobal, who takes a princely cut of their earnings and
findings. The Zhentarim also have a black market network in the city that provides guides. Jobal is aware that this network exists and makes it abundantly clear that guides who fail to register with
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
personality traits. Choose your character’s alignment (the moral compass that guides his or her decisions) and ideals. Chapter 4 also helps you identify the things your character holds most dear, called
Compendium
- Sources->Dungeons & Dragons->Monster Manual
as the faiths they follow. Some obey gods and their servants, while others live by age-old creeds. Belief guides priests’ actions and their magic, which they use to shape the world in line with their
ideologies. Roll on or choose a result from the Priest Roles table to inspire different sorts of priests. Priest Roles 1d10 The Priest Is... 1 An ascetic who keeps wicked spirits at bay. 2 An
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Adventure Structure The characters are drawn into the adventure by one of two adventure hooks. You choose which hook to use. Both hooks are described in “Beginning the Adventure,” later in this
characters can move between these splinter-realms only if they have the right fey guides to help them. Chapter 5 describes the Palace of Heart’s Desire, where the archfey Zybilna and her court are frozen in
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Emerald Enclave The characters encounter a band of Emerald Enclave scouts or stumble upon one of their outposts. Choose whichever encounter works best for the circumstances and location. Enclave
guides. The scouts are willing to trade information on an equal basis with a non-evil party. Characters can also convince the scouts to join their party for up to 3 days by succeeding on a DC 12 group
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
departed ancestors and the spirits of the natural world. Each nomadic tribe has a lath—a chieftain who guides and protects the tribe—but it is the shamans who consult the spirits and choose the paths of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
of the tallest chambers, reflecting sunlight by day or a continual flame spell on cloudy days or at nights. Modrons. Candlekeep is a haven for thirteen rogue modrons (monodrones) that escaped from
case they’re allowed a room and given strict instructions not to wander the halls without their assigned guides. The halls of Exaltation connect to its classrooms, kitchens, bakeries, dining halls
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
beasts is likewise something often put to practical use, and the Zil often use small animals as messengers or guides. While Zil gnomes don’t automatically have proficiency with Deception or
Persuasion, these skills are common in Zil society; you could take the charlatan or criminal background as a way of reflecting your Zil upbringing. As a player character, one question is why you’ve left
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
etched on the skin in colors more vivid than any tattoo. This sigil is a source of mystical power. A dragonmark enhances the user’s ability to perform certain tasks. The Mark of Making guides the hands
buy a dragonmark, or simply choose to develop one. Each mark is tied to specific bloodlines. A dragonmark appears around adolescence, but not every heir manifests the mark. Long ago the families that
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
etched on the skin in colors more vivid than any tattoo, magical power made flesh. A dragonmark enhances the user’s ability to perform certain tasks. For example, the Mark of Making guides the hands of
, while the Mark of Shadows can weave illusions. You can’t buy or choose to develop a dragonmark; each mark is tied to bloodlines within specific species, as summarized in the Dragonmarks and Their Houses
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
level, those statistics might fluctuate if the characters in a party are different levels, reflecting that a more experienced caregiver is more adept at directing a companion.
Charmed Caregiver A
creature’s fate. New Caregiver At the GM’s discretion, a companion can abandon a caregiver character and choose a different willing creature as a caregiver.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
important, astral elves use their time outside the Deep Astral to replenish their numbers by having and raising children. Many astral elves are thousands (in some cases tens of thousands) of years old
. Whatever their disposition, their longevity gives astral elves a perspective on time that few other kinds of creatures can appreciate. Whether they choose to live in quiet contemplation or strike out to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
which the entire expeditionary force can enter along with the characters. The golems turn their heads to watch new arrivals but otherwise remain still. The basilisk Veldyskar guides the characters in
. The masterrrsss arre occupied. Therre arre rroomsss forr all of you. Choose yourr own. The rresourrcesss of Grravenhollow arre at yourr disssposssal. You need only asssk.”
Hourm, a friendly galeb duhr
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
waking time is spent working, adversarial kobolds rarely have opportunities to exchange insults, let alone come to blows over their differences.
Kobolds choose mates primarily for convenience. Their
’s mother is. This practice and the communal raising of the hatchlings mean that the tribe operates like a group of cousins.
Because they lay eggs, and the eggs don’t require much tending