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Returning 35 results for 'common of descent'.
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Genasi
Legacy
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Species
Elemental Evil Player's Companion
flowing through their veins manifests differently in each genasi, often as magical power.
Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier
bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faerûn, along the coast from Calimshan north
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their
and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
their community. Half-elves speak both Common and Elvish. In addition, half-elves from the Yuirwood commonly speak Aglarondan. Half-elves in Faerûn have the racial traits of half-elves in the Player’s
allows it, your half-elf character can forgo Skill Versatility and instead take a trait based on your elf parentage:
A half-elf of wood elf descent can choose the wood elf’s Elf Weapon Training
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
their community. Half-elves speak both Common and Elvish. In addition, half-elves from the Yuirwood commonly speak Aglarondan. Half-elves in Faerûn have the racial traits of half-elves in the Player’s
allows it, your half-elf character can forgo Skill Versatility and instead take a trait based on your elf parentage:
A half-elf of wood elf descent can choose the wood elf’s Elf Weapon Training
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
mahogany to the coppery glow of the setting sun. Gnomes, dragonborn, and other Humanoid folk are common and accepted in Djaynai. Djaynai’s Languages. The people of Djaynai speak Djaynaian, Common
, and occasionally Aquan. Janya’s People. Janyans are an amphibious people of Djaynaian descent called Nightsea chil-liren (see the “Nightsea Chil-liren” section earlier in this adventure). They typically
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
mahogany to the coppery glow of the setting sun. Gnomes, dragonborn, and other Humanoid folk are common and accepted in Djaynai. Djaynai’s Languages. The people of Djaynai speak Djaynaian, Common
, and occasionally Aquan. Janya’s People. Janyans are an amphibious people of Djaynaian descent called Nightsea chil-liren (see the “Nightsea Chil-liren” section earlier in this adventure). They typically
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Languages Common, Hadozee
Challenge 1/2 (100 XP) Proficiency Bonus +2
Glide. If it isn’t incapacitated or wearing heavy armor, the hadozee can extend its skin membranes to move up to 5 feet
) piercing damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Reactions
Safe Descent. When it would take damage from a fall
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Grieving Ghost Sarah was one of the servants killed alongside Lady Maria and the three Yellowcrest children—all murdered by Lord Viallis as part of his willing descent into evil. For five years, the
to anyone who sees her. Sarah understands characters who speak Common and tries to respond to them, but she can’t speak because Lord Viallis cut out her tongue before killing her. The ghost tries to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
+6
Senses passive Perception 14
Languages Common, Hadozee
Challenge 1/8 (25 XP) Proficiency Bonus +2
Glide. If it isn’t incapacitated or wearing heavy armor, the hadozee can extend its skin
+ 2) piercing damage.
Reactions
Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall’s damage to 0, provided it isn’t wearing heavy armor.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
passive Perception 15
Languages Common, Hadozee
Challenge 2 (450 XP) Proficiency Bonus +2
Glide. If it isn’t incapacitated or wearing heavy armor, the hadozee can extend its skin membranes to move
the Disengage or Hide action.
Reactions
Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall’s damage to 0, provided it isn’t wearing heavy armor.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
+6
Senses passive Perception 14
Languages Common, Hadozee
Challenge 1/8 (25 XP) Proficiency Bonus +2
Glide. If it isn’t incapacitated or wearing heavy armor, the hadozee can extend its skin
+ 2) piercing damage.
Reactions
Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall’s damage to 0, provided it isn’t wearing heavy armor.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Languages Common, Hadozee
Challenge 1/2 (100 XP) Proficiency Bonus +2
Glide. If it isn’t incapacitated or wearing heavy armor, the hadozee can extend its skin membranes to move up to 5 feet
) piercing damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Reactions
Safe Descent. When it would take damage from a fall
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
passive Perception 15
Languages Common, Hadozee
Challenge 2 (450 XP) Proficiency Bonus +2
Glide. If it isn’t incapacitated or wearing heavy armor, the hadozee can extend its skin membranes to move
the Disengage or Hide action.
Reactions
Safe Descent. When it would take damage from a fall, the hadozee extends its skin membranes to reduce the fall’s damage to 0, provided it isn’t wearing heavy armor.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Grieving Ghost Sarah was one of the servants killed alongside Lady Maria and the three Yellowcrest children—all murdered by Lord Viallis as part of his willing descent into evil. For five years, the
to anyone who sees her. Sarah understands characters who speak Common and tries to respond to them, but she can’t speak because Lord Viallis cut out her tongue before killing her. The ghost tries to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Order of Armorers, Locksmiths, and Finesmiths. Embric tends the forge and is an expert weaponsmith. He claims descent from the efreet of Calimshan and is prone to extreme mood swings. He has the
hit with spell attacks.) He has darkvision out to a range of 60 feet and resistance to fire damage. He speaks Common and Primordial. Avi worships Eldath, god of peace, and uses his magic to quench
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Order of Armorers, Locksmiths, and Finesmiths. Embric tends the forge and is an expert weaponsmith. He claims descent from the efreet of Calimshan and is prone to extreme mood swings. He has the
hit with spell attacks.) He has darkvision out to a range of 60 feet and resistance to fire damage. He speaks Common and Primordial. Avi worships Eldath, god of peace, and uses his magic to quench
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, Stealth +7
Damage Resistances poison, psychic
Senses passive Perception 16
Languages Common
Challenge 8 (3,900 XP) Proficiency Bonus +3
Unarmored Defense. While Steel Crane is wearing no
the attack is reduced by 1d10 + 10. If the damage is reduced to 0, Steel Crane catches the missile if it’s small enough to hold in one hand and Steel Crane has a hand free.
Slow Descent (3/Day). When Steel Crane falls, he can slow his descent, taking no damage from the fall.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, Stealth +7
Damage Resistances poison, psychic
Senses passive Perception 16
Languages Common
Challenge 8 (3,900 XP) Proficiency Bonus +3
Unarmored Defense. While Steel Crane is wearing no
the attack is reduced by 1d10 + 10. If the damage is reduced to 0, Steel Crane catches the missile if it’s small enough to hold in one hand and Steel Crane has a hand free.
Slow Descent (3/Day). When Steel Crane falls, he can slow his descent, taking no damage from the fall.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
toward others. The doll takes pleasure in tormenting the guilt-ridden and despondent, hastening their descent into depression or paranoia. Because it fears its own destruction, the doll rarely causes
Perception 10
Languages Common
Challenge 2 (450 XP) Proficiency Bonus +2
False Appearance. If the doll is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Nihiloor, a mind flayer in Xanathar’s employ. It knows everything Meloon knew, and Meloon behaves much as he did before his descent into Undermountain. He hangs out at the Yawning Portal, tries to
)
CHA
15(+2)
Saving Throws Str +9, Con +6
Skills Athletics +9, Survival +6
Senses darkvision 60 ft., passive Perception 12
Languages Common, Deep Speech, telepathy 60 ft.
Challenge
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Nihiloor, a mind flayer in Xanathar’s employ. It knows everything Meloon knew, and Meloon behaves much as he did before his descent into Undermountain. He hangs out at the Yawning Portal, tries to
)
CHA
15(+2)
Saving Throws Str +9, Con +6
Skills Athletics +9, Survival +6
Senses darkvision 60 ft., passive Perception 12
Languages Common, Deep Speech, telepathy 60 ft.
Challenge
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rest of her family, but she can sense that her mind is slowly being eroded by contact with the Far Realm. Fearing that her descent into madness is inevitable, she lives in a state of self-imposed
exile and chooses to remain in Shadowdusk Hold despite every instinct telling her to flee. Melissara is a human archmage, with these changes: Melissara is neutral. She speaks Common, Deep Speech, Draconic
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
toward others. The doll takes pleasure in tormenting the guilt-ridden and despondent, hastening their descent into depression or paranoia. Because it fears its own destruction, the doll rarely causes
Perception 10
Languages Common
Challenge 2 (450 XP) Proficiency Bonus +2
False Appearance. If the doll is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rest of her family, but she can sense that her mind is slowly being eroded by contact with the Far Realm. Fearing that her descent into madness is inevitable, she lives in a state of self-imposed
exile and chooses to remain in Shadowdusk Hold despite every instinct telling her to flee. Melissara is a human archmage, with these changes: Melissara is neutral. She speaks Common, Deep Speech, Draconic
Kobold
Legacy
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Species
Volo's Guide to Monsters
they were demigods — mighty beings of divine descent. This isn’t a casual sort of worship or lip service; kobolds are awed in the presence of a dragon, as if an actual avatar of a deity
lack of emotional bonding means they have no concept of marriage or permanent family relationships. Their eggs are placed in a common tribal hatchery with no effort to keep track of who each one
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, murder is less common but remains a threat. Long-time residents know to travel in groups after dark. Those looking to earn a few coins sometimes linger outside of taverns, hiring out as escorts for
serial murderer Alhasval Drenz, the Whitkeep Whistler, still stalks the city, possessing innocents to continue her unmatched killing spree. Baldur’s Gate: Descent into Avernus posits a third possibility
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, murder is less common but remains a threat. Long-time residents know to travel in groups after dark. Those looking to earn a few coins sometimes linger outside of taverns, hiring out as escorts for
serial murderer Alhasval Drenz, the Whitkeep Whistler, still stalks the city, possessing innocents to continue her unmatched killing spree. Baldur’s Gate: Descent into Avernus posits a third possibility
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Muiral Muiral was an accomplished human warrior who long served as Halaster’s bodyguard. His descent into madness began when he asked the Mad Mage to tutor him in the wizardly arts. Muiral learned
)
WIS
13(+1)
CHA
18(+4)
Saving Throws Con +8, Int +9
Skills Arcana +9, Athletics +9, Perception +6, Stealth +5
Senses darkvision 120 ft., passive Perception 16
Languages Common
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
support its hulking body in true flight, and they only minimally help to slow a falling traag’s descent. Its metallic scales are coated in a sickly patina. In battle, the draconian can charge its
Throws Str +8, Con +6
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 9
Languages Common, Draconic
Challenge 5 (1,800 XP) Proficiency Bonus +3
Blood Frenzy
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Muiral Muiral was an accomplished human warrior who long served as Halaster’s bodyguard. His descent into madness began when he asked the Mad Mage to tutor him in the wizardly arts. Muiral learned
)
WIS
13(+1)
CHA
18(+4)
Saving Throws Con +8, Int +9
Skills Arcana +9, Athletics +9, Perception +6, Stealth +5
Senses darkvision 120 ft., passive Perception 16
Languages Common
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of the Player’s Handbook for exhaustion effects). He speaks Common and Grung. If the characters befriend Orvex, he can help them forge a truce with any surviving Red Wizards. Orvex can translate Old
obvious risks, Orvex looks forward to exploring more of the city and unlocking its secrets. If he’s still with the characters when they retrieve all nine puzzle cubes, he jumps at the chance to accompany them on their descent into the Tomb of the Nine Gods.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
honor. The sun’s nightly descent into darkness symbolizes bravery and self-sacrifice—the willingness to endure the horrors of the dark for the sake of others. Those who protect innocents in his name
interested not only in punitive justice, but also in the establishment of fair and equitable relationships among people and gods, in service to the common good. He also takes an interest in the bonds of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of the Player’s Handbook for exhaustion effects). He speaks Common and Grung. If the characters befriend Orvex, he can help them forge a truce with any surviving Red Wizards. Orvex can translate Old
obvious risks, Orvex looks forward to exploring more of the city and unlocking its secrets. If he’s still with the characters when they retrieve all nine puzzle cubes, he jumps at the chance to accompany them on their descent into the Tomb of the Nine Gods.
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
support its hulking body in true flight, and they only minimally help to slow a falling traag’s descent. Its metallic scales are coated in a sickly patina. In battle, the draconian can charge its
Throws Str +8, Con +6
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 9
Languages Common, Draconic
Challenge 5 (1,800 XP) Proficiency Bonus +3
Blood Frenzy
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Wood Elves Also called copper elves, or Sy’Tel’Quessir, wood elves are the most common elves remaining in Faerûn. Their ancestors left behind the strife of the Crown Wars millennia ago to found
the Sundering, the Crown Wars, the descent of the drow, and other calamities as the result of acts of arrogance on the part of their ancestors. Living around and amid the reminders of this arrogance