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Returning 35 results for 'closer words race'.
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Species
Spelljammer: Adventures in Space
Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light. That light manifests
Astral Plane can live to be more than 750 years old.
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
Backgrounds
Sword Coast Adventurer's Guide
pilgrimage to understand the gods that others worship, so that you might better appreciate your own deities.
The Underdark. Though your home is physically closer to the Sword Coast than the other
subterranean cities or settlements, you are probably a member of the race that occupies the place—but you might also have grown up there after being captured and brought below when you were a child
Backgrounds
Tomb of Annihilation
and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs. Choose a race whose culture
humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures — enough to communicate on a rudimentary level.
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.
Moon. You are granted the
mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
a collection of special feats that allow you to explore your character’s race further. These feats are each associated with a race from the Player’s Handbook, as summarized in the Racial Feats table
. A racial feat represents either a deepening connection to your race’s culture or a physical transformation that brings you closer to an aspect of your race’s lineage. The cause of a particular
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
a collection of special feats that allow you to explore your character’s race further. These feats are each associated with a race from the Player’s Handbook, as summarized in the Racial Feats table
. A racial feat represents either a deepening connection to your race’s culture or a physical transformation that brings you closer to an aspect of your race’s lineage. The cause of a particular
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
can see the caves along the shoreline. Heeding the words of Captain Winchet, the captain of the party’s vessel drops anchor at least a mile offshore, telling the adventurers that the vessel cannot get
any closer based on what they’ve learned on the trip. The characters are welcome to take a large rowboat the rest of the way. The ship will wait here until they return, or for five days, whichever
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
can see the caves along the shoreline. Heeding the words of Captain Winchet, the captain of the party’s vessel drops anchor at least a mile offshore, telling the adventurers that the vessel cannot get
any closer based on what they’ve learned on the trip. The characters are welcome to take a large rowboat the rest of the way. The ship will wait here until they return, or for five days, whichever
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
A Great Frog Race Characters following the student who invited them to the frog race are led to the fireside lounge (area F5) of Firejolt Café. As in the scene above, the student speaking in this
chalk to mark lanes on the floor, and multiple students are trying to corral the frogs into a starting position.
A student notices the characters and shouts, “You’re just in time! Want to race these
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
A Great Frog Race Characters following the student who invited them to the frog race are led to the fireside lounge (area F5) of Firejolt Café. As in the scene above, the student speaking in this
chalk to mark lanes on the floor, and multiple students are trying to corral the frogs into a starting position.
A student notices the characters and shouts, “You’re just in time! Want to race these
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, fast-paced sport that draws a lively crowd. Characters can participate in the race as snail jockeys, but it costs 1 ticket punch to enter. On the Story Tracker, jot down the names of any characters who
take part in the snail racing, as the experience might prove useful in chapter 2 (see “Reaching the Bottom”). If at least half the characters participate in a snail race, the carnival’s mood rises by
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Material Plane. During his rampage across the world eons ago, the race of gnolls sprang up in his wake. Every gnoll is a miniature embodiment of Yeenoghu’s rage and hunger. They mimic their creator
gnolls, regardless of what creatures make it up. Yeenoghu infuses them with a cannibalistic hunger, and they know that each victim they claim draws them closer to his presence.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, fast-paced sport that draws a lively crowd. Characters can participate in the race as snail jockeys, but it costs 1 ticket punch to enter. On the Story Tracker, jot down the names of any characters who
take part in the snail racing, as the experience might prove useful in chapter 2 (see “Reaching the Bottom”). If at least half the characters participate in a snail race, the carnival’s mood rises by
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Material Plane. During his rampage across the world eons ago, the race of gnolls sprang up in his wake. Every gnoll is a miniature embodiment of Yeenoghu’s rage and hunger. They mimic their creator
gnolls, regardless of what creatures make it up. Yeenoghu infuses them with a cannibalistic hunger, and they know that each victim they claim draws them closer to his presence.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
and debates are ongoing throughout the year, and as the race grows closer there are feasts, parades, and ever more serious arguments between the people of different districts. The race is an easy
these three nights. Wise people spend these nights indoors with friends, but those who celebrate the darkness may take to the streets to prey on the weak and foolish. The Race of Eight Winds (23 Lharvion
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
and debates are ongoing throughout the year, and as the race grows closer there are feasts, parades, and ever more serious arguments between the people of different districts. The race is an easy
these three nights. Wise people spend these nights indoors with friends, but those who celebrate the darkness may take to the streets to prey on the weak and foolish. The Race of Eight Winds (23 Lharvion
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Kraken Priest Kraken Priest
Medium humanoid (any race), any evil alignment
Armor Class 10
Hit Points 75 (10d8 + 30)
Speed 30 ft., swim 30 ft.
STR
12(+1)
DEX
10(+0)
CON
Kraken (Recharges after a Short or Long Rest). A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest’s choice that can hear the kraken’s words
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
spells when you cast them with this trait (choose when you select this race). Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack
manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Kraken Priest Kraken Priest
Medium humanoid (any race), any evil alignment
Armor Class 10
Hit Points 75 (10d8 + 30)
Speed 30 ft., swim 30 ft.
STR
12(+1)
DEX
10(+0)
CON
Kraken (Recharges after a Short or Long Rest). A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest’s choice that can hear the kraken’s words
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Pirate Captain Pirate captains spend their lives at sea, earning and keeping command through blood and daring. A captain’s impressive sword work and biting words inspire both confidence and fear in a
ship’s crew. Sigurd “Snake Eyes” is the pirate captain who leads a gang of smugglers in The Sinister Secret of Saltmarsh. Pirate Captain
Medium humanoid (any race), any alignment
Armor Class 14
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
spells when you cast them with this trait (choose when you select this race). Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack
manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Ghost Ship As the party’s ship gets closer to the Thunder Cliffs, the spectral ship that the characters heard about approaches. Use the following read-aloud text to set the scene: The skies darken
and a thick mist rises from the water, obscuring sight around the ship. The crew swears and make superstitious signs. Then, from the crow’s nest, a voice screams, “Ghost ship ahead.” Before the words
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Pirate Captain Pirate captains spend their lives at sea, earning and keeping command through blood and daring. A captain’s impressive sword work and biting words inspire both confidence and fear in a
ship’s crew. Sigurd “Snake Eyes” is the pirate captain who leads a gang of smugglers in The Sinister Secret of Saltmarsh. Pirate Captain
Medium humanoid (any race), any alignment
Armor Class 14
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Ghost Ship As the party’s ship gets closer to the Thunder Cliffs, the spectral ship that the characters heard about approaches. Use the following read-aloud text to set the scene: The skies darken
and a thick mist rises from the water, obscuring sight around the ship. The crew swears and make superstitious signs. Then, from the crow’s nest, a voice screams, “Ghost ship ahead.” Before the words
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
with a full rack of antlers. You hear a gravelly voice mutter the words of a spell. On his first turn, from behind the wine rack, the druid casts a thunderwave spell, which shatters 1d20 + 10 of the
wine bottles as it resounds throughout the cellar. The druid then orders the needle blights to attack. The cellar gets markedly colder the closer one gets to the north wall. Against that wall in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
deeper into Shadowdusk Hold one goes, the closer one gets to the Far Realm. There’s a secret room on each tier. The nothic knows the locations of all the secret doors leading to the secret rooms in
point out secret doors. When it comes within 10 feet of a secret door in Shadowdusk Hold, the nothic begins scratching at it while muttering the words “secret door” in Undercommon.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
deeper into Shadowdusk Hold one goes, the closer one gets to the Far Realm. There’s a secret room on each tier. The nothic knows the locations of all the secret doors leading to the secret rooms in
point out secret doors. When it comes within 10 feet of a secret door in Shadowdusk Hold, the nothic begins scratching at it while muttering the words “secret door” in Undercommon.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
with a full rack of antlers. You hear a gravelly voice mutter the words of a spell. On his first turn, from behind the wine rack, the druid casts a thunderwave spell, which shatters 1d20 + 10 of the
wine bottles as it resounds throughout the cellar. The druid then orders the needle blights to attack. The cellar gets markedly colder the closer one gets to the north wall. Against that wall in the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
(choose when you select this race). Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness
only as shades of gray. Emissary of the Sea. You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swimming speed. It can understand your words, though you have no special
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Haevault, Lorekeeper of House Haevault
A memory is a curious thing. One can come into consciousness unbidden, evoked by an unexpected scent or the words spoken by a friend. A memory can also be
vulnerable. Some linger like scars, not always visible but ever-present. Perhaps more so than any other race, elves are familiar with all aspects of memory. From birth, elves don’t sleep but instead
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Haevault, Lorekeeper of House Haevault
A memory is a curious thing. One can come into consciousness unbidden, evoked by an unexpected scent or the words spoken by a friend. A memory can also be
vulnerable. Some linger like scars, not always visible but ever-present. Perhaps more so than any other race, elves are familiar with all aspects of memory. From birth, elves don’t sleep but instead
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
veneration sometimes find themselves infused with special abilities, to serve thereafter as kraken priests. Kraken Priest
Medium humanoid (any race), any evil alignment
Armor Class 10
Hit Points
thunderous voice audible within 300 feet. Creatures of the priest’s choice that can hear the kraken’s words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
veneration sometimes find themselves infused with special abilities, to serve thereafter as kraken priests. Kraken Priest
Medium humanoid (any race), any evil alignment
Armor Class 10
Hit Points
thunderous voice audible within 300 feet. Creatures of the priest’s choice that can hear the kraken’s words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
(choose when you select this race). Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness
only as shades of gray. Emissary of the Sea. You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swimming speed. It can understand your words, though you have no special
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
. The passageway continues, stone steps leading upward. Beyond the steps, the sound of hushed, whispered voices echoes off the stone, incomprehensible but audible. You can try to get closer if you want
to hear clearly and make out the words. But if you get too close without being quiet, they may also hear you. What do you do?
Matias Tapia The two Bandits, Vonnet and Dilly (an orc woman and a