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Returning 35 results for 'conditions races grow to her reflect'.
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Classes
Player’s Handbook
of a Sorcerer is learning to harness and channel that innate magic, allowing the Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow
more attuned to its origin, developing distinct powers that reflect its source.
Sorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the
Monsters
Icewind Dale: Rime of the Frostmaiden
thin cloak of mist forms around her. Blades of ice grow out of her body at odd angles, breaking off before they get too long. When she moves, her body crackles.
In this form, Auril creates weapons of
forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.Lair Actions
Auril dwells on Solstice, a frozen island hidden among the titanic
Monsters
Eberron: Rising from the Last War
as they grow stronger, they gain more influence.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical
form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world.
Immortal Nature. An overlord doesn't require air, food, drink or sleep. It also
Monsters
Quests from the Infinite Staircase
itself back where it entered the border, returning to the garden.
Eternal Summer. The climate in the garden is a perpetual, lovely summer, but weather conditions reflect the emotional tone of creatures in
Monsters
Icewind Dale: Rime of the Frostmaiden
loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but
has taken, how many levels of exhaustion they have, and what conditions are affecting them currently.
Auril instantly teleports to any location on the island. If the space she chooses as her
Monsters
Eberron: Rising from the Last War
as the Lords of Dust — scheme to unleash their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And as they grow stronger, they gain more influence
.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the
Monsters
Icewind Dale: Rime of the Frostmaiden
.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.Lair Actions
Auril
instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions
Backgrounds
Sword Coast Adventurer's Guide
reflect the agenda, sentiment, or philosophy of one’s order.
KNIGHTLY ORDERS OF FAERÛN
Many who rightfully call themselves “knight” earn that title as part of an order in
again in ruins, Dove Falconhand decided to reform the group with the primary goal of building alliances and friendship between the civilized races of the world and goodly people in order to combat evil
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Medicine) and Wisdom (Survival) checks have disadvantage.
Fungal Infestation. Molds and fungi grow on surfaces within 6 miles of the lair, even where they would normally find no purchase.
Mutating
a victim’s brain, turning it into a fanatic servitor. Each victim gains the Spore Kissed trait.
Spore Kissed. This creature is immune to the charmed and frightened conditions. In addition
Backgrounds
Guildmasters’ Guide to Ravnica
, empathetic, and generally peaceful — unless roused to action. Their flaws and bonds alike grow naturally from their close ties to the community.
Personality Traits
d8
Personality Trait
.
3
I enjoy comfort and quiet, and prefer to avoid extra effort.
4
I have a fierce temper that doesn’t reflect the inner calm I seek.
5
I’m convinced that everyone else in the
Species
Sword Coast Adventurer's Guide
, blue, or purple.
Self-Reliant and Suspicious
Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be
reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some
Goliath
Legacy
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Species
Elemental Evil Player's Companion
At the highest mountain peaks — far above the slopes where trees grow and where the air is thin and the frigid winds howl — dwell the reclusive goliaths. Few folk can claim to have seen a
much on them can grow complacent, a recipe for disaster in the mountains.
This trait manifests most strongly when goliaths interact with other folk. The relationship between peasants and nobles puzzles
Backgrounds
Guildmasters’ Guide to Ravnica
. That’s the world you have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance — but for it to keep up with the pace of
spellcasting, forming spirals that reflect the mathematical perfection of nature.
Suggested Characteristics
The bizarre science of the Simic Combine attracts a certain type of personality and encompasses
Species
Acquisitions Incorporated
, allowing an individual to experience more of the world and grow in empathy and understanding. There is no pattern to any verdan’s mutations, as verdan from the same family can shift in drastically
bred by empathy that helps them eventually sort out those who are sincere from those who are not.
Verdan Names
The oldest verdan names spring from goblinoid traditions, but more recent names reflect
Magic Items
The Book of Many Things
offer, it returns to its home plane.
Giant. You immediately grow 2d10 inches in height, and your hit point maximum and current hit points both increase by 20.
Humanoid. You can immediately choose to
they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it has remaining.
Maze. You
Sahuagin Baron
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons.
Way of
as allies and don’t prey on them.
Elven Enmity. The sahuagin might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged
Sahuagin Priestess
Legacy
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Monsters
Monster Manual (2014)
massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons.
Way of the Shark. Sahuagin worship the shark god Sekolah. Only
might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged for centuries across the coasts and seas of the world, disrupting
monsters
their hosts are sometimes clad in the stolen clothing and armor of their victims, silently wandering the woods with hollow eyes that reflect the unnatural force that binds them to the forest. Cutting
pieces from their bodies is a dangerous proposition, as the fragments quickly grow into new woodwarped.
Secret. Woodwarped possess a deep fear of axes— tools capable of severing not only their
Elf
Legacy
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Species
Basic Rules (2014)
of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds
enjoy simple yet lovely jewelry.
A Timeless Perspective
Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are
monsters
Prone and Restrained conditions as fibrous plant tendrils erupt from the ground. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
community survives and in time its numbers swell.
Growing Demands. As the community thrives, the demands placed upon them grow. Soon, they must offer up so many living sacrifices that they cannot afford to
Tiefling
Legacy
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Species
Basic Rules (2014)
, blue, or purple.
Self-Reliant and Suspicious
Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be
reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some
Dwarf
Legacy
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Species
Basic Rules (2014)
their prey to the other races of the Underdark. They have innate magical abilities to become invisible and to temporarily grow to giant size.
them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack.
Dwarves are solid and enduring like the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
condition can reflect a variety of impairments, from influenza to intoxication. You can track monsters’ conditions wherever you track their Hit Points. Players should track any conditions affecting their
Using and Tracking Conditions Many rules and features in the game apply conditions to creatures. You can also apply conditions on the fly when it makes sense to do so. For example, the Poisoned
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
condition can reflect a variety of impairments, from influenza to intoxication. You can track monsters’ conditions wherever you track their Hit Points. Players should track any conditions affecting their
Using and Tracking Conditions Many rules and features in the game apply conditions to creatures. You can also apply conditions on the fly when it makes sense to do so. For example, the Poisoned
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
shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty
races
Mordenkainen Presents: Monsters of the Multiverse
facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter
typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Draconic Races It’s all too easy to prefer a certain color of dragonborn, but what’s inside is what really matters—which is to say, the sort of damage their breath can do to you.
-Fizban
The
dragonborn race in the Player’s Handbook is the most direct way to reflect a character with dragons somewhere far back in their ancestry. But for players who want to try a more nuanced approach, this
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Draconic Races It’s all too easy to prefer a certain color of dragonborn, but what’s inside is what really matters—which is to say, the sort of damage their breath can do to you.
-Fizban
The
dragonborn race in the Player’s Handbook is the most direct way to reflect a character with dragons somewhere far back in their ancestry. But for players who want to try a more nuanced approach, this
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Humans Humans dwell in every corner of Toril and encompass a full range of cultures and ethnicities. Along the Sword Coast and across the North, humans are the most pervasive of the races and in
anew alongside or on top of an earlier community. It follows, then, that the most common feature of humans is their lack of commonality. This diversity has enabled human civilizations to grow faster
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored
language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored
language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored
language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored
language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Creating a Race or Subrace This section teaches you how to modify existing races, as well as create new ones. The most important step in customizing or designing races for your campaign is to start
the race compelling from a storytelling standpoint? What is the race’s relationship to the other playable races? What classes and backgrounds are well suited to members of the race? What are the race’s
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Humans Humans dwell in every corner of Toril and encompass a full range of cultures and ethnicities. Along the Sword Coast and across the North, humans are the most pervasive of the races and in
anew alongside or on top of an earlier community. It follows, then, that the most common feature of humans is their lack of commonality. This diversity has enabled human civilizations to grow faster