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                        Returning 35 results for 'clans wander rules'.
                    
                
                        
                            
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                                                    Changeling
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     was the wind and rain. In the depths of her despair, a lonely traveler took her hand. âI will protect your children if they follow my path. Let them wander the world. They may be shunned and
                                                
                                            
                                                
                                                     knowing another like themselves. Others are part of nomadic changeling clans spread across the Five Nations, families who keep their true nature hidden from the single-skins. Some clans maintain safe
                                                
                                            
                                        
                                                     Species
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqaâmighty beings of air&mdash
                                                
                                            
                                                
                                                    
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 race, follow these additional rules during character creation
                                                
                                            
                                        
                                                     Species
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While theyâre usually found in the Feywild, satyrs do wander to other planes of
                                                
                                            
                                                
                                                     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 character
                                                
                                            
                                        
                                                    Tabaxi
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves.
However, not all tabaxi are satisfied with such a life. The Cat Lord, the divine
                                                
                                            
                                                
                                                     figure responsible for the creation of the tabaxi, gifts each of his children with one specific feline trait. Those tabaxi gifted with curiosity are compelled to wander far and wide. They seek out
                                                
                                            
                                        
                                                    Human
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    ;
Elves. âItâs best not to wander into elven woods. They donât like intruders, and youâll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned
                                                
                                            
                                                
                                                     single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     themselves. Others are part of nomadic changeling clans spread across the Five Nations who keep their true nature hidden from the single-skins. Some clans maintain safe havens in major cities and
                                                
                                            
                                                
                                                     communities, but most prefer to wander the unpredictable path of the Traveler. In creating a changeling adventurer, consider the characterâs relationships with people around them. Does the character conceal
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     themselves. Others are part of nomadic changeling clans spread across the Five Nations, families who keep their true nature hidden from the single-skins. Some clans maintain safe havens in major cities and
                                                
                                            
                                                
                                                     communities, but most prefer to wander the unpredictable path of the god known as the Traveler. In creating a changeling adventurer, consider the characterâs relationships with people around them. Does
                                                
                                            
                                        
                                                    Goliath
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                     goliath, and fewer still can claim friendship with them. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great
                                                
                                            
                                                
                                                     physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     with smaller numbers of dark-skinned forest gnomes and tieflings, the latter of whom typically bear three horns. Nomadic clans of thri-kreen with iridescent carapaces also wander the Llanos; theyâre
                                                
                                            
                                        
                                                    Firbolg
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     something that put their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These firbolgs are loners who wander the world in hope of finding a new place to
                                                
                                            
                                                
                                                     call home.
Orphaned firbolgs are those whose clans or homelands have been destroyed. They become crusaders for nature, seeking to avenge their loss and prevent the further destruction of the natural
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Wandering Outcasts Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves. However, not all
                                                
                                            
                                                
                                                     curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home.
                                                
                                            
                                        
                                                     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->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     plans to improve IâCath. By night, she rules over her peopleâs dreams. Tsien Chiangâs four supernatural daughters wander the city by day and gather at the Palace of Bones at night. The streets and
                                                
                                            
                                                
                                                     is more valuable in the city than gold. Jiangshi haunt the streets of IâCath, tearing down whole districts and rebuilding them. Tsien Chiang rules the city from the Palace of Bones. By day, she drafts
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     their homeland at risk, such as starting a forest fire or killing a rare or beautiful wild creature. These firbolgs are loners who wander the world in hope of finding a new place to call home. Orphaned
                                                
                                            
                                                
                                                     firbolgs are those whose clans or homelands have been destroyed. They become crusaders for nature, seeking to avenge their loss and prevent the further destruction of the natural world. A few rare
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     by their gold dwarf cousins. Shield dwarf crafters build to last, and each oneâs 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->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->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Travel in Anauroch Due to its magical history, Anauroch is more than a barren wasteland and a hostile desert climate to those who wander within its borders. Anauroch holds lost cities, savage
                                                
                                            
                                                
                                                     monsters, and more than its share of otherworldly phenomena. Traveling across the desert by day is not recommended. Use the extreme heat rules in the Dungeon Masterâs Guide for daytime travel in Anauroch
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Lockbury Henge Yon is home to eight clans of korreds. Queen Argantle, elected to rule over all eight clans, protects this sacred site. Lockbury Henge is meant to be a place where korreds can enjoy
                                                
                                            
                                                
                                                     otherwise irritate the korreds, Argantle and Jagu emerge from their megaliths and attack the characters for their insolence. Otherwise, the rule of hospitality (see âRules of Conductâ in chapter 2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     laird, who rules over his or her own holdings and directs the clan in dedicating its efforts toward a particular trade or craft. A caste of priests called thuldar officiate all rituals and record the
                                                
                                            
                                                
                                                     ruthless and canny ruler who engages in secret meetings with all the cityâs councils and clans to keep their members guessing what heâs up to, hands out favors out of the blue, and lets it be known that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    . A single Reghed tribe is made up of small clans scattered throughout Icewind Dale, each with its own chieftain. The chieftains choose the most powerful among them to be their king or queen â the one
                                                
                                            
                                                
                                                     nonlethal combat. Without a unifying leader, a Reghed tribe is more fractured and vulnerable to its enemies. Thus, chieftains are motivated to name one among them who rules above all. A chieftain who
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    , particularly the Izzet (where they typically serve as attendants for researchers), the Gruul (in camps that form hapless buffers between the clans and civilized regions), the Rakdos (putting their love of
                                                
                                            
                                                
                                                    . You can speak, read, and write Common and Goblin. In Ravnica, Goblin is a simplistic language with a limited vocabulary and fluid rules of grammar, unsuited for any sophisticated conversation.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     the region. Use these to enhance your descriptions or handle situations where rules like lighting or terrain are relevant.
 The rules glossary in the D&D Beyond Basic Rules defines any capitalized
                                                
                                            
                                                
                                                     rules such as Bright Light.
  
  Getting Started 
  To begin, read the following boxed text aloud:
  You travel along a well-kept trail east of the Keep on the Borderlands. Gnarled tree roots and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     clans. The invading drow from levels 10 and 12 have enslaved the troglodytes that once dwelled here and have traded occupation of this area more than once. The drow of House Auvryndar are currently
                                                
                                            
                                                
                                                     Halasterâs gates (see âGatesâ). Carved into the archâs keystone is a hand-shaped indentation with a sigil representing magic scribed into the palm. Its rules are as follows: Casting the mage hand
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm Lordâs Wrath
                                                    
                                                
                                            
                                                     there are five or more characters (including sidekicks), add a second abomination. Pit of Snakes The characters lose the trail and wander into an area where swamp gas has built up beneath the surface of
                                                
                                            
                                                
                                                     the suffocation rules in the Playerâs Handbook). A creature not sunk in the quicksand can pull another creature within its reach out of a quicksand pit by using its action and succeeding on a Strength
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                    , the High Moor is a raised area extending for many miles of heath, lichen-covered outcroppings, and hidden gullies. Herd animals wander the land, from sheep to rock ponies to the occasional rothé. These
                                                
                                            
                                                
                                                     the fog that rolls off the heights of the moor to shroud its trees. Melandrach, King of the Woods, rules here and holds the forest as the exclusive domain of the elves. Though game animals roam in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     raised there. 
   4  Ogres and ettins cowed by a young red dragon wander the foothills near the dragonâs lair, helping to drive away intruders. 
   5  A colony of mind flayers has captured and
                                                
                                            
                                                
                                                     artisans are bound in service to an adult red dragon, for whom they make sculptures and art objects from precious metals and gems. 
   3  An adult red dragon rules over a hidden valley filled with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     ever-shifting halls of the casinoâs Stygian Maze. Kaylan now presides over the maze, gleefully watching patrons wander the confounding passages in search of riches. Kaylan has a special Sword of Life
                                                
                                            
                                                
                                                     an explanation of the gameâs rules). Rezran is an opportunist to his core, always chasing after riches. He is a devoted follower of Tiamat and covets the Dragon Queenâs amassed wealth. Gaining Rezranâs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     peaceful folk who wander the Mournland in search of friendly travelers and artifacts important to warforged. A purple-hued ex-soldier named Mercy is the groupâs leader. Mercy is initially indifferent to the
                                                
                                            
                                                
                                                     the charactersâ reaction to this revelation or whether they offer to look for Filch, learning it counts as a secret for the purposes of the Power of Secrets rules in this bookâs introduction. Cyran
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     improve a clanâs capabilities. Berronar Truesilver The Matron of Home and Hearth is the patron of family, honor, and law. She lays out the rules for managing a dwarf clan. Berronarâs code establishes the
                                                
                                            
                                                
                                                     gods are worshiped by some clans and ignored by others. These deities include Dugmaren Brightmantle, the Gleam in the Eye; Dumathoin, the Keeper of Secrets under the Mountain; Gorm Gulthyn, the Golden
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     sister, Glister. The rule of hospitality (see âRules of Conduct" in chapter 2) prevents the hag from harming Glister, but Gleam can sense her sisterâs distress. The twins work as an acrobatic duo, and
                                                
                                            
                                                
                                                     Pollenella The mountains are home to clans of korredsâstout Fey creatures whose hair has the strength of iron. The korreds gather and dance at Lockbury Henge. (If the characters donât think of it themselves
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     bureaucratic empire, or a remote realm ruled by an iron-fisted tyrant. Consider how your settlement fits into the bigger picture of your world or region â who rules its ruler, and what other
                                                
                                            
                                                
                                                     clans. Democracy. Citizens or their elected representatives determine the laws in a democracy. A bureaucracy or military carries out the day-to-day work of government, with positions filled through
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     skeleton with a skull that extends into a carved key-like shape. The skeleton keys wander the upper levels of the tomb. Before the skeleton keys can be used, the skeleton gateâs five keyholes must
                                                
                                            
                                                
                                                     charm on that character. Each doll can bestow its charm once. These charms are similar to the ones described in chapter 7 of the Dungeon Masterâs Guide and follow the same rules. Strawbundleâs Charm
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     a giant raven, attack the characters. Rules for mounted combat appear in chapter 9 of the Playerâs Handbook. Suggested Encounter (Night) Characters who explore Raven Rock in the dead of night
                                                
                                            
                                                
                                                     villagers tether canoes to their cottages so that they can move about during the riverâs rise. Ruathym The human clans of Ruathym (see map 3.10) are at war with Luskan and have been for as long as any of them
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     repeatedly rewritten the laws of reality. The Time of Troubles In 1358 DR, the gods were cast out of their otherworldly domain and made to wander the land incarnated as mortals. In seeking to recover
                                                
                                            
                                                
                                                     dead. The return of Bhaal and his apparent reclamation of the domain of murder from Cyric led some scholars and sages to believe that the rules by which all deities must abide were in flux. In 1484
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     widespread group of wilderness survivalists preserves the natural order while rooting out unnatural threats. Many of the Enclaveâs members are barbarians, druids, and rangers. Some wander the untamed
                                                
                                            
                                                
                                                     alliance agents, and they are often glory hounds seeking personal recognition. Most agents are lawful or neutral; in the courtly circles of the lords, those who donât follow the rules seldom last long
                                                
                                            
                                        






