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Returning 29 results for 'confusing regarding guiding to have race'.
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Backgrounds
Sword Coast Adventurer's Guide
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
reacting to ignorant invasion of my own.
2
I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.
3
I have a
Sahuagin Priestess
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
has the following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident
villages.
Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest
Halfling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
, even by the standards of his diminutive race, with the fluff of his curly brown locks barely cresting the three-foot mark, but his belly was amply thickened by his love of a good meal, or several, as
communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.
AFFABLE AND POSITIVE
Halflings try to get along with everyone else and are
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
War Priest War Priest
Medium humanoid (any race), any alignment
Armor Class 18 (plate)
Hit Points 117 (18d8 + 36)
Speed 30 ft.
STR
16(+3)
DEX
10(+0)
CON
14(+2)
INT
(at will): light, mending, sacred flame, spare the dying
1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith
2nd level (3 slots): lesser restoration, magic weapon
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
War Priest War Priest
Medium humanoid (any race), any alignment
Armor Class 18 (plate)
Hit Points 117 (18d8 + 36)
Speed 30 ft.
STR
16(+3)
DEX
10(+0)
CON
14(+2)
INT
(at will): light, mending, sacred flame, spare the dying
1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith
2nd level (3 slots): lesser restoration, magic weapon
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
with religious ceremonies and other sacred duties. Priest
Medium humanoid (any race), any alignment
Armor Class 13 (chain shirt)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
10 (+0)
DEX
, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
with religious ceremonies and other sacred duties. Priest
Medium humanoid (any race), any alignment
Armor Class 13 (chain shirt)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
10 (+0)
DEX
, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
Actions
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Waterdeep can undertake research to study its mysterious runes, which can lead to information regarding That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3.) Gorkoh the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Waterdeep can undertake research to study its mysterious runes, which can lead to information regarding That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3.) Gorkoh the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
portal key (such as a bag of golden tea leaves or the tooth of a planar beast), a manifesto of your guiding philosophy, a set of common clothes in your faction’s style, and a pouch containing 10 gp
who dedicate themselves to a particular philosophy regarding the multiverse are welcomed among factions that embrace those beliefs. The Planar Philosopher Personality Traits table suggests various
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
portal key (such as a bag of golden tea leaves or the tooth of a planar beast), a manifesto of your guiding philosophy, a set of common clothes in your faction’s style, and a pouch containing 10 gp
who dedicate themselves to a particular philosophy regarding the multiverse are welcomed among factions that embrace those beliefs. The Planar Philosopher Personality Traits table suggests various
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work. Oath of Glory Spells Paladin Level Spells 3rd guiding bolt, heroism 5th enhance
supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren’t incapacitated, the walking speed of any ally who starts
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Spells
3rd guiding bolt, heroism
5th enhance ability, magic weapon
9th haste, protection from energy
13th compulsion, freedom of movement
17th commune, flame strike
Oath of Glory feature You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
paladin levels listed in the Oath of Glory Spells table. See the Sacred Oath class feature for how oath spells work. Oath of Glory Spells Paladin Level Spells 3rd guiding bolt, heroism 5th enhance
supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In addition, if you aren’t incapacitated, the walking speed of any ally who starts
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Spells
3rd guiding bolt, heroism
5th enhance ability, magic weapon
9th haste, protection from energy
13th compulsion, freedom of movement
17th commune, flame strike
Oath of Glory feature You emanate an aura that fills you and your companions with supernatural speed, allowing you to race across a battlefield in formation. Your walking speed increases by 10 feet. In
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
this tome, the elves set down thoughts regarding the power of innocence. They recounted how they had long observed the halfling race, watching as the chaos of the world swept around them and left
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
this tome, the elves set down thoughts regarding the power of innocence. They recounted how they had long observed the halfling race, watching as the chaos of the world swept around them and left
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
represents a typical member of the rank and file, though weaponry and armor can vary.
Soldier
Medium humanoid (any race), any alignment
Armor Class 18 (chain mail, shield)
Hit Points 16 (3d8
vedalken are lawmages.
Lawmage
Medium humanoid (any race), lawful neutral
Armor Class 15 (breastplate)
Hit Points 84 (13d8 + 26)
Speed 30 ft.
STR
13(+1)
DEX
12(+1)
CON
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
represents a typical member of the rank and file, though weaponry and armor can vary.
Soldier
Medium humanoid (any race), any alignment
Armor Class 18 (chain mail, shield)
Hit Points 16 (3d8
vedalken are lawmages.
Lawmage
Medium humanoid (any race), lawful neutral
Armor Class 15 (breastplate)
Hit Points 84 (13d8 + 26)
Speed 30 ft.
STR
13(+1)
DEX
12(+1)
CON
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
) Lampad Lampads guard the shadowed paths of the world, depths typically trod by souls destined for the Underworld. These rarely seen nymphs assist Athreos in guiding the dead, moving among the spirits that
, groups of oreads might race ahead of the destruction, dancing, singing, and doing what they can to maximize the impending devastation. Honor Among Fey. Hearkening back to some ages-old conflict, oreads
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
) Lampad Lampads guard the shadowed paths of the world, depths typically trod by souls destined for the Underworld. These rarely seen nymphs assist Athreos in guiding the dead, moving among the spirits that
, groups of oreads might race ahead of the destruction, dancing, singing, and doing what they can to maximize the impending devastation. Honor Among Fey. Hearkening back to some ages-old conflict, oreads
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, and through many other means. So if an oracle stands on a beach imploring Thassa for an augury regarding a course of action you believe to be disastrous, you might describe the waves washing over the
questions (unless the characters use a spell for this purpose). Interpreting Omens. A degree of mystery surrounds every omen, but the more complex an omen is, the more confusing mortals might find it. In
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, and through many other means. So if an oracle stands on a beach imploring Thassa for an augury regarding a course of action you believe to be disastrous, you might describe the waves washing over the
questions (unless the characters use a spell for this purpose). Interpreting Omens. A degree of mystery surrounds every omen, but the more complex an omen is, the more confusing mortals might find it. In
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, Hareth’s Folly is a place to gamble and enjoy modest food and drink. The Hollow Tower is a center for aerial sports, and Hareth’s Folly is where the Race of Eight Winds begins and ends. Middle Dura
vast sections of the city. You’ve likely heard of the Sixty Families of Sharn, considered the guiding lights of the city. Most assume that these luminaries are ancient and established, their status
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
cover this area and hang as freestanding walls inside it show a super-realistic reflection of everything in the room, including the other mirrors—quickly creating a confusing cascade of images. Any
Mayastan’s body reveals a sheaf of papers in an inside pocket. These are pages copied from a tome of lore regarding mummy lords, and they note the fact that a mummy lord’s heart must be destroyed to keep
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, Hareth’s Folly is a place to gamble and enjoy modest food and drink. The Hollow Tower is a center for aerial sports, and Hareth’s Folly is where the Race of Eight Winds begins and ends. Middle Dura
vast sections of the city. You’ve likely heard of the Sixty Families of Sharn, considered the guiding lights of the city. Most assume that these luminaries are ancient and established, their status
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
cover this area and hang as freestanding walls inside it show a super-realistic reflection of everything in the room, including the other mirrors—quickly creating a confusing cascade of images. Any
Mayastan’s body reveals a sheaf of papers in an inside pocket. These are pages copied from a tome of lore regarding mummy lords, and they note the fact that a mummy lord’s heart must be destroyed to keep
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tunnels beneath the warehouse were dug as smugglers’ byways. Later, worshipers of That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3) excavated chambers beneath the ground
destroy some old magic relic. Regarding the relic, Gorkoh knows only that it’s “some broken clock thing,” and that it was responsible for killing the other members of Caerhan’s party. He tells of how the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tunnels beneath the warehouse were dug as smugglers’ byways. Later, worshipers of That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3) excavated chambers beneath the ground
destroy some old magic relic. Regarding the relic, Gorkoh knows only that it’s “some broken clock thing,” and that it was responsible for killing the other members of Caerhan’s party. He tells of how the