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Returning 35 results for 'connecting race group to her rarely'.
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Monsters
Spelljammer: Adventures in Space
accustomed to eking out a meager existence in their natural habitat, and they rarely bond with other kinds of creatures. A b’rohg that benefits from a stranger’s act of kindness is at
navigate perilous terrain. A solitary b’rohg that is befriended by a group of adventurers might follow them around for a while, but it will soon tire of their company and once again seek out others of its own kind.
Monsters
Icewind Dale: Rime of the Frostmaiden
.
Dzaan’s Demise. Dzaan’s trouble started after he broke away from his fellow wizards and hired adventurers to scour Icewind Dale for Netherese ruins. One group of them uncovered a buried
effectively becomes a clone of Dzaan, authentic in every way.
Companion. Because they’re so despised throughout Faerûn, Red Wizards often adopt disguises and rarely travel abroad without an escort
Monsters
The Book of Many Things
;rival Jyn for power and together can oppose her. The fact that the three champions rarely agree on anything is a major check on the group’s power. Instead of the Grim Harrow acting as a unified
Monsters
The Book of Many Things
, Grim Champion of Bloodshed, and Aleron, Grim Champion of Pestilence—rival Jyn for power and together can oppose her. The fact that the three champions rarely agree on anything is a major check on
the group’s power. Instead of the Grim Harrow acting as a unified force, each of the three champions usually pursues their own interests, seldom cooperating or sharing intelligence or resources.PoisonCold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Goliath
Legacy
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Species
Elemental Evil Player's Companion
single mistake can bring doom to an entire tribe, while an individual’s heroic effort can ensure the entire group’s survival.
Goliaths thus place a premium on self-sufficiency and
goliaths. If a king lacks the intelligence or leadership to lead, then clearly the most talented person in the kingdom should take his place. Goliaths rarely keep such opinions to themselves, and
Monsters
Fizban's Treasury of Dragons
accidentally insulted a deep dragon is tormented by the dragon’s servants in ways that can’t be tied to the dragon conclusively.
3
A group of cyclops;cyclopes wants a deep dragon to protect
lair has the following features:
Connecting Passages. Because a deep dragon lacks a sapphire dragon’s ability to shape stone, add a few connecting passages or secret doors to otherwise
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, plane shift (self only), project image, scrying, telekinesisVery rarely, when a tadpole from the brine pool of an elder brain is implanted into a creature, that creature transforms into an ulitharid
, taking a group of mind flayers with it, and moves to another location to form a new colony. After the death of the ulitharid’s body, a special process transforms its brain into a new elder brain for
Monsters
The Book of Many Things
champions rarely agree on anything is a major check on the group’s power. Instead of the Grim Harrow acting as a unified force, each of the three champions usually pursues their own interests, seldom
Monsters
Fizban's Treasury of Dragons
restriction.
4
An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back.
5
godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating
Monsters
Fizban's Treasury of Dragons
negotiate an end to the restriction.
4
An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks
and rarely cultivating connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the
Species
Dragonlance: Shadow of the Dragon Queen
them. Altered by unbridled magic, a group of gnomes were transformed and given almost supernatural curiosity and fearlessness. These were the first kender.
Originating on the world of Krynn, kender are
multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of
Monsters
Fizban's Treasury of Dragons
an end to the restriction.
4
An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before
rarely cultivating connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the dragons
Species
Spelljammer: Adventures in Space
blossom into hard feelings, loud arguments, and head-butting contests, but they rarely escalate beyond that.
Creating Your Character
When you create your D&D character, you decide whether your
character is a member of the human race or one of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation
Monsters
Fizban's Treasury of Dragons
disables all teleportation within a thousand miles of their lair. Governments within that area seek emissaries who can negotiate an end to the restriction.
4
An amethyst dragon recruits a group of
.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating connections with other creatures. When they do connect
Species
Acquisitions Incorporated
then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world
, particularly those based on physical characteristics such as gender, race, or appearance.
Wide-Eyed and Curious
Verdan are hungry to undertake new challenges and absorb new experiences. When they meet
Arrow of Slaying
Legacy
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Magic Items
Basic Rules (2014)
slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra
Planar Ally
Legacy
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Spells
Basic Rules (2014)
waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.
After the
are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.
A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.
Bugbear
Legacy
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Species
Volo's Guide to Monsters
.
Gang Mentality
Since bugbears aren’t a particularly fecund race, their overall population is small and spread over a wide area. Bugbears live in family groups that operate much like gangs. The
individuals in a group typically number fewer than a dozen, consisting of siblings and their mates as well as a handful of offspring and an elder or two. A gang lives in and around a small enclosure
Human
Legacy
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Species
Basic Rules (2014)
dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
Variety in All Things
Humans are the most
, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
EVERYONE’S SECOND-BEST FRIENDS
Kobold
Legacy
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Species
Volo's Guide to Monsters
network of passages beneath the streets, connecting them to a nearby waterway and greatly improving the town’s sanitation. If the kobolds like the area and aren’t mistreated by the humans
undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.
Donjon. You disappear and become
30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.
Moon. You are granted the
Half-Elf
Legacy
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Species
Basic Rules (2014)
coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in
Goblin
Legacy
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Species
Volo's Guide to Monsters
.
Beast Masters and Slave Drivers
Goblins know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Their god
two hunters viciously attack. A captured group of invaders might hang in a net while dozens of goblins pass by and pay them no heed until a group of gatherers shows up.
Lashers. The closest thing a
Hobgoblin
Legacy
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Species
Volo's Guide to Monsters
; entire society forever stands prepared for war.
Brutal Civility
Hobgoblins hold themselves to high standards of military honor. The race has a long history of shared traditions, recorded and retold
gods unique to their race, the only survivors of a pantheon that was decimated by Maglubiyet so long ago that hobgoblins don’t remember the names of the fallen. Nomog-Geaya is the greater of the
Halfling
Legacy
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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 are threatened.
Pastoral Pleasantries
Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much
Orc
Legacy
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Species
Volo's Guide to Monsters
warriors are commanded to scour the surrounding landscape for any opportunity to spill blood and bring glory to their gods. Often, bands of warriors work on a rotation, with one group heading out on a
raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
elf. There is another option related to dragonmarks if your group uses feats: the Aberrant Dragonmark feat grants potentially dangerous magical abilities. Aberrant dragonmarks aren’t tied to the dragonmark houses and can be taken by a character of any race.
Creating a Dragonmarked Character Dragonmarks are associated with race, depicted by a combination of variant races and subraces. For humans and half-orcs, a dragonmark is a variant race that replaces
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
elf. There is another option related to dragonmarks if your group uses feats: the Aberrant Dragonmark feat grants potentially dangerous magical abilities. Aberrant dragonmarks aren’t tied to the dragonmark houses and can be taken by a character of any race.
Creating a Dragonmarked Character Dragonmarks are associated with race, depicted by a combination of variant races and subraces. For humans and half-orcs, a dragonmark is a variant race that replaces
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the following choices: Race. Choose one of the playable races detailed in this chapter, or pick a race from the Player’s Handbook and learn here how Eberron has affected that species’ development
serving a dragonmarked house. Artificer. You have the option of choosing the artificer as your character’s class, becoming an unmatched magical inventor. Group Patron. Working with the other players
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the following choices: Race. Choose one of the playable races detailed in this chapter, or pick a race from the Player’s Handbook and learn here how Eberron has affected that species’ development
serving a dragonmarked house. Artificer. You have the option of choosing the artificer as your character’s class, becoming an unmatched magical inventor. Group Patron. Working with the other players
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Creating a Dragonmarked Character Dragonmarks manifest on certain members of a few species, represented in the rules by variant race options: For humans and half-orcs, a dragonmark is a variant race
that replaces traits associated with those races. For half-elves, a dragonmark is a variant race that lets you keep some half-elf traits and replace others with the traits associated with your mark
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Creating a Dragonmarked Character Dragonmarks manifest on certain members of a few species, represented in the rules by variant race options: For humans and half-orcs, a dragonmark is a variant race
that replaces traits associated with those races. For half-elves, a dragonmark is a variant race that lets you keep some half-elf traits and replace others with the traits associated with your mark
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Extras Extras are the characters and creatures in the background that the main characters rarely, if ever, interact with. Extras might be elevated to more important roles by virtue of adventurers
no importance becomes a central figure in an improvised roleplaying scene. Whenever extras are present, be prepared to come up with names and mannerisms on the fly. In a pinch, you can plunder the race-specific character names found in chapter 2 of the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Extras Extras are the characters and creatures in the background that the main characters rarely, if ever, interact with. Extras might be elevated to more important roles by virtue of adventurers
no importance becomes a central figure in an improvised roleplaying scene. Whenever extras are present, be prepared to come up with names and mannerisms on the fly. In a pinch, you can plunder the race-specific character names found in chapter 2 of the Player’s Handbook.
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
language granted by your race for a different standard language. Your DM must approve the language you select. This is a way to reflect a character with no ties to the culture of their race. Halfling is