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Returning 35 results for 'common relatively guides to have regions'.
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Monsters
Acquisitions Incorporated
of volcanic rock the creatures prize as roosts are common in such places, whose ambient warmth provides constant temperature regulation for the creature's eggs.
Regional Effects
The region containing
regions within 6 miles of the lair.
Intermittent, echoing caws can be heard coming from all directions within 6 miles of the lair.
Subterranean beasts within 1 mile of the ancient deep crow's lair serve
Species
Eberron: Rising from the Last War
night at bay. Smith, carpenter, alchemist—the best all carry my seal.
—Baron Merrix d’Cannith
The Mark of Making guides its bearer through any act of creation. The bearer of the
-marked Cannith forgeholds use streamlined forms of production to quickly produce common goods. Even independent artisans often learn their trade at Cannith academies and adhere to Cannith standards
Monsters
Storm King's Thunder
valley is warm throughout of the year — an oasis in the cold, cold north. Roaming this expanse are hundreds of sheep, goats, and cattle plucked from other regions of the North by the vale&rsquo
legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
Small earthquakes are common within 6 miles of the dragon’s lair.
Water
Monsters
Fizban's Treasury of Dragons
, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
are the most common materials they use in the construction of a lair, crystal and other precious minerals feature prominently in certain areas. In this way, crystal dragons’ hoards literally
Monsters
Fizban's Treasury of Dragons
in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or
offering plentiful opportunities for sky gazing. Though ice and snow are the most common materials they use in the construction of a lair, crystal and other precious minerals feature prominently in
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
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
up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland.
In contrast, water and earth genasi have no common history. Individuals have difficulty
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression
within they physically transform for a short time.
A shifter’s beast within is reflected by the shifter’s subrace. Four subraces are especially common:
Beasthide often signifies the
races
Dragonborn walk with pride through a world that greets them with equal parts fear and admiration. Their powerful resemblance to dragons makes them remarkable among other common folk. Thick scales
, humanity discovered a kingdom already shattered in Etharis’s most southern regions. Not even the dragonborn themselves could recount the history that had led to the destruction of their once-great
Human
Legacy
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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
Half-Elf
Legacy
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Species
Basic Rules (2014)
parents.
Diplomats or Wanderers
Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and
.
EXCELLENT AMBASSADORS
Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and Hearth. She guides and protects communities and families, inspiring people to work together for the common good. Dol Arrah is the sun that drives away the darkness. She stands for wisdom in war and
for those who fight with honor, pursue justice, and make sacrifices for the greater good. Dol Dorn is the Sovereign of Strength and Steel. He is the patron of the common soldier, and he guides the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and Hearth. She guides and protects communities and families, inspiring people to work together for the common good. Dol Arrah is the sun that drives away the darkness. She stands for wisdom in war and
for those who fight with honor, pursue justice, and make sacrifices for the greater good. Dol Dorn is the Sovereign of Strength and Steel. He is the patron of the common soldier, and he guides the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Environment Kobolds are cold-blooded and thus prefer temperate and tropical climates. Kobold tribes in colder regions tend to be smaller in population and more aggressive in their hunting, since food
is relatively scarce in such areas. Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be found in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Environment Kobolds are cold-blooded and thus prefer temperate and tropical climates. Kobold tribes in colder regions tend to be smaller in population and more aggressive in their hunting, since food
is relatively scarce in such areas. Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be found in
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
particular deities or powers in pursuit of a common purpose. This section presents examples of such organizations whose interests extend across small regions, whole worlds, or multiple worlds.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
particular deities or powers in pursuit of a common purpose. This section presents examples of such organizations whose interests extend across small regions, whole worlds, or multiple worlds.
classes
Basic Rules (2014)
combatants on battlefields and in dungeons alike.
Trained for Danger
Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively
use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
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
resources or territory. Such conflicts aren’t common, because two tribes will always prefer to expand in different directions if they come into contact, but they do happen.
For example, two
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Pandemonium are common in Pandemonium and regions where its influence is felt, including parts of the Underdark. A creature makes a DC 10 Wisdom saving throw after each hour spent among the howling winds. On a
Arcadia and in regions where its influence is felt, creatures benefit from supernatural vitality, which grants them Immunity to the Frightened and Poisoned conditions. Blessed Beneficence On the plane
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Pandemonium are common in Pandemonium and regions where its influence is felt, including parts of the Underdark. A creature makes a DC 10 Wisdom saving throw after each hour spent among the howling winds. On a
Arcadia and in regions where its influence is felt, creatures benefit from supernatural vitality, which grants them Immunity to the Frightened and Poisoned conditions. Blessed Beneficence On the plane
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Strixhaven Campus Guide With cheerful dispositions and a knack for walking backward, Strixhaven campus guides lead gaggles of prospective students on tours. The guides’ gold and silver chassis are
built in shapes reminiscent of the star arches surrounding Strixhaven. Embedded in their chests are holographic maps of the university’s campuses, which the guides use to provide directions. However
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Variety in All Things Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have
settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Trained for Danger Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat
delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Scout Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. Scout
)
WIS
13 (+1)
CHA
11 (+0)
Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses passive Perception 15
Languages any one language (usually Common)
Challenge 1/2 (100 XP
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Haunted Heroes Ravenloft encourages you and your group to safely explore the thrill of all manner of ghost stories, mysteries, and other tales of terror. While chapter 4 guides DMs in how to craft
spooky experience if they’re not aware of your interests in and thresholds for participating in fear-focused adventures. This section highlights elements common to frightening D&D games, features that
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Scout Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. Scout
)
WIS
13 (+1)
CHA
11 (+0)
Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses passive Perception 15
Languages any one language (usually Common)
Challenge 1/2 (100 XP
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Scout Scouts are keen archers and acutely aware of their surroundings. They often know several regions particularly well and are familiar with local creatures, landmarks, and perils. Riccardo
Perception 15
Languages Common plus one other language
CR 1/2 (XP 100; PB +2)
Actions
Multiattack. The scout makes two attacks, using Shortsword and Longbow in any combination.
Shortsword
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
regions or cultures. The DM may change the languages assigned to a monster or NPC to reflect this.
Giant is the common tongue of Xen’drik. It is rarely encountered on Khorvaire. Monsters in Khorvaire
closely tied to the distant land of Xen’drik. The following optional rules are a way to explore this aspect of the setting. Optional Rule: Common Languages
Common is the language of the Five Nations
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Haunted Heroes Ravenloft encourages you and your group to safely explore the thrill of all manner of ghost stories, mysteries, and other tales of terror. While chapter 4 guides DMs in how to craft
spooky experience if they’re not aware of your interests in and thresholds for participating in fear-focused adventures. This section highlights elements common to frightening D&D games, features that
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
regions or cultures. The DM may change the languages assigned to a monster or NPC to reflect this.
Giant is the common tongue of Xen’drik. It is rarely encountered on Khorvaire. Monsters in Khorvaire
closely tied to the distant land of Xen’drik. The following optional rules are a way to explore this aspect of the setting. Optional Rule: Common Languages
Common is the language of the Five Nations
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Trained for Danger Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat
delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Variety in All Things Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have
settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Trained for Danger Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat
delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Variety in All Things Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have
settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Trained for Danger Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat
delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but