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Returning 35 results for 'common walking resonate'.
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Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
, Dragons of Autumn Twilight
Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity
.
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
backgrounds
common scholars of the forbidden, but any character who stumbles onto the dread truths waiting beneath the surface of reality can find themselves walking the path. The secrets you unveil could threaten to
races
Mordenkainen Presents: Monsters of the Multiverse
Centaurs gallop throughout the multiverse and trace their origins to many different realms. The centaurs presented here hail from the Feywild and mystically resonate with the natural world. From the
ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the
Orc
Legacy
This doesn't reflect the latest rules and lore.
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races
Mordenkainen Presents: Monsters of the Multiverse
Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness
, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Veteran’s Cane Wondrous Item, Common As a Bonus Action, you can transform this walking cane into an ordinary Longsword or change the Longsword back into a walking cane. In either case, you must be holding the item.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Veteran’s Cane Wondrous Item, Common As a Bonus Action, you can transform this walking cane into an ordinary Longsword or change the Longsword back into a walking cane. In either case, you must be holding the item.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Veteran’s Cane Wondrous item, common When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Veteran’s Cane Wondrous item, common When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Potion of Climbing Potion, common When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Potion of Climbing Potion, common When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Potion of Climbing Potion, common When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Potion of Climbing Potion, common When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Constructs Constructs in the Outlands might be the remnants of forgotten civilizations, servants of plane-walking magic-users, or creations with varied important or ridiculous purposes. Among the
most common are modrons, mechanical denizens of Mechanus that seek to enforce order on the plane. Outlands Constructs d4 Encounter 1 A tyrannical homunculus rules over the small domain of its long
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Constructs Constructs in the Outlands might be the remnants of forgotten civilizations, servants of plane-walking magic-users, or creations with varied important or ridiculous purposes. Among the
most common are modrons, mechanical denizens of Mechanus that seek to enforce order on the plane. Outlands Constructs d4 Encounter 1 A tyrannical homunculus rules over the small domain of its long
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
that attaches to the stump. Game Statistics Noska Ur’gray is a shield dwarf thug, with these changes: Noska is neutral evil. He has these racial traits: His walking speed is 25 feet. He has advantage
on saving throws against poison and resistance to poison damage. He has darkvision out to a range of 60 feet. He speaks Common and Dwarvish. He has disadvantage on Strength checks made to climb, due to his disability.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Genasi Traits Your genasi character has certain characteristics in common with all other genasi. Ability Score Increase. Your Constitution score increases by 2. Age. Genasi mature at about the same
. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Genasi Traits Your genasi character has certain characteristics in common with all other genasi. Ability Score Increase. Your Constitution score increases by 2. Age. Genasi mature at about the same
. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Castle’s Residents Once the Fiends are defeated and Zaythir is freed, the characters have access to the walking castle and the gratitude of its residents. These residents help the characters however
they can. Robson Michel The githzerai Zaythir uses the Castellan to set the walking castle’s course across the Outlands Zaythir Zaythir is a patient scholar of the planes who rarely shows extremes of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
traits: His walking speed is 25 feet. He has advantage on saving throws against poison and resistance to poison damage. He has darkvision out to a range of 60 feet. He speaks Common and Dwarvish. He has an Intelligence of 6 (−2) and Religion +0.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
them to sneak up on you in the library. Your owlin character might be nocturnal. Or perhaps your character is simply prone to rise later, embodying the common nickname of night owl. Owlin Traits You
have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Darkvision. You
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
that attaches to the stump. Game Statistics Noska Ur’gray is a shield dwarf thug, with these changes: Noska is neutral evil. He has these racial traits: His walking speed is 25 feet. He has advantage
on saving throws against poison and resistance to poison damage. He has darkvision out to a range of 60 feet. He speaks Common and Dwarvish. He has disadvantage on Strength checks made to climb, due to his disability.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
traits: His walking speed is 25 feet. He has advantage on saving throws against poison and resistance to poison damage. He has darkvision out to a range of 60 feet. He speaks Common and Dwarvish. He has an Intelligence of 6 (−2) and Religion +0.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Castle’s Residents Once the Fiends are defeated and Zaythir is freed, the characters have access to the walking castle and the gratitude of its residents. These residents help the characters however
they can. Robson Michel The githzerai Zaythir uses the Castellan to set the walking castle’s course across the Outlands Zaythir Zaythir is a patient scholar of the planes who rarely shows extremes of
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
them to sneak up on you in the library. Your owlin character might be nocturnal. Or perhaps your character is simply prone to rise later, embodying the common nickname of night owl. Owlin Traits You
have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Darkvision. You
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Halfling Traits Your halfling character has a number of traits in common with all other halflings. Ability Score Increase. Your Dexterity score increases by 2. Age. A halfling reaches adulthood at
the age of 20 and generally lives into the middle of his or her second century. Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. Speed. Your base walking speed is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Halfling Traits Your halfling character has a number of traits in common with all other halflings. Ability Score Increase. Your Dexterity score increases by 2. Age. A halfling reaches adulthood at
the age of 20 and generally lives into the middle of his or her second century. Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. Speed. Your base walking speed is
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
size is Medium. Speed. Your base walking speed is 30 feet. 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 can’t
your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat. Languages. You can speak, read, and write Common and Goblin. Goblin Traits Your
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
size is Medium. Speed. Your base walking speed is 30 feet. 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 can’t
your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat. Languages. You can speak, read, and write Common and Goblin. Goblin Traits Your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Halfling Traits Your halfling character has a number of traits in common with all other halflings. Ability Score Increase. Your Dexterity score increases by 2. Age. A halfling reaches adulthood at
the age of 20 and generally lives into the middle of his or her second century. Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. Speed. Your base walking speed is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
material about the campaign setting, other than what you create for yourself. Whether you create a setting from scratch or borrow elements from established settings, the result needs to resonate with
conflicts, and an internal logic that will resonate with your players. Five Questions to Consider. As you contemplate a new campaign setting, think about your answers to the following questions: What’s
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Humanoids Humanoids from across the planes travel the Outlands and number among the most common inhabitants of the gate-towns. Outlands Humanoids d4 Encounter 1 The characters need to find a
wandering priest who alone knows the ritual necessary to open a specific portal. 2 Several gnome mages seek help recovering their walking castle from a band of aggressive, spine-covered lizardfolk
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Halfling Traits Your halfling character has a number of traits in common with all other halflings. Ability Score Increase. Your Dexterity score increases by 2. Age. A halfling reaches adulthood at
the age of 20 and generally lives into the middle of his or her second century. Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. Speed. Your base walking speed is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
: Thorvin is lawful neutral. He has these racial traits: His walking speed is 25 feet. He has advantage on saving throws against poison and resistance to poison damage. He has darkvision out to a range of 60 feet. He speaks Common and Dwarvish. He has an Intelligence of 16 (+3).
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Humanoids Humanoids from across the planes travel the Outlands and number among the most common inhabitants of the gate-towns. Outlands Humanoids d4 Encounter 1 The characters need to find a
wandering priest who alone knows the ritual necessary to open a specific portal. 2 Several gnome mages seek help recovering their walking castle from a band of aggressive, spine-covered lizardfolk
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
: Thorvin is lawful neutral. He has these racial traits: His walking speed is 25 feet. He has advantage on saving throws against poison and resistance to poison damage. He has darkvision out to a range of 60 feet. He speaks Common and Dwarvish. He has an Intelligence of 16 (+3).