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Returning 35 results for 'connecting remaining groups to her races'.
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connection reminding groups to her rites
connection reminding groups to her runes
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Monsters
Quests from the Infinite Staircase
incapacitated condition and must have at least one use of Communal Spellcasting remaining, which it must immediately expend to participate (no action required).
Stone Shape (3/Day). The pech casts Stone
Earth to shape stone to its will, but pechs are stronger together than alone. When in groups, pechs can combine their magic to conjure great curtains of stone and infuse creatures with the fortitude of elemental earth.
Species
Spelljammer: Adventures in Space
Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light. That light manifests
’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.
Ability Score Increases
When determining your
Backgrounds
Sword Coast Adventurer's Guide
few organizations operating in the North are described below. The Chill. The cold and mysterious Lurkwood serves as the home of numerous groups of goblinoids that have banded together into one tribe
hiring out as mercenaries to whoever in the North would pay them. Since then the mercenary company has broadened its membership to other races, but every member is an exile, criminal, or misfit of some
Aarakocra
Legacy
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Species
Elemental Evil Player's Companion
it hard not to pluck the treasure and bring it back to their settlement to beautify it. An aarakocra who spends years among other races can learn to inhibit these impulses.
Confinement terrifies the
survivors. These aarakocra and their descendants have sworn vengeance against the dragon and may be seen scouring the lands of the North and Cormyr for signs of their foe.
Their only remaining settlement
Human
Legacy
This doesn't reflect the latest rules and lore.
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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
Gith
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mordenkainen’s Tome of Foes
servitude. But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge. That disagreement quickly flared into open hostility, and the two groups
pacifists by nature, they share the githyanki’s racial hatred for mind flayers, and from time to time they send out squads to destroy illithid outposts.
If the two races were ever to team up
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
low profile and avoiding the wars and other depredations that keep the outside world in a state of flux. Halflings and gnomes are two groups that have survived by remaining largely unnoticed by the
Chapter 5: Halflings and Gnomes Creatures of many races and cultures are embroiled in struggles that flare up across the multiverse. Other folk survive in the face of all this turmoil by keeping a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
low profile and avoiding the wars and other depredations that keep the outside world in a state of flux. Halflings and gnomes are two groups that have survived by remaining largely unnoticed by the
Chapter 5: Halflings and Gnomes Creatures of many races and cultures are embroiled in struggles that flare up across the multiverse. Other folk survive in the face of all this turmoil by keeping a
Firbolg
Legacy
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Species
Volo's Guide to Monsters
offering food and other supplies to aid their departure. If those who insist on remaining respect nature, take only what they need, and live in harmony with the wood, firbolgs explore the possibility
forest’s children by their deeds, habits, and other actions.
By the same token, their tribe names merely refer to their homes. When dealing with other races, firbolgs refer to their lands by
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
visitors to reach connecting tunnels high above the floor.
Light. The caverns of Inner Blingdenstone are brightly lit with a mix of bioluminescent fungi, caged giant fire beetles, and magic. The
light from these chambers spills into short connecting tunnels lacking their own illumination, creating areas of dim light. Longer tunnels have their own light, usually magically produced.
Connecting
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
visitors to reach connecting tunnels high above the floor.
Light. The caverns of Inner Blingdenstone are brightly lit with a mix of bioluminescent fungi, caged giant fire beetles, and magic. The
light from these chambers spills into short connecting tunnels lacking their own illumination, creating areas of dim light. Longer tunnels have their own light, usually magically produced.
Connecting
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
elves are born with or develop the qualities that mark them as potential adventurers, as other races define the term. Many traditional adventuring groups are happy to count an elf among their members, and
crusaders or heroes for hire. This aspect of elven life isn’t as well known among other races as it might be, because elves spend much of their “adventuring” years in places far away from other
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
elves are born with or develop the qualities that mark them as potential adventurers, as other races define the term. Many traditional adventuring groups are happy to count an elf among their members, and
crusaders or heroes for hire. This aspect of elven life isn’t as well known among other races as it might be, because elves spend much of their “adventuring” years in places far away from other
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
How It Started Acquisitions Incorporated began as most adventuring groups do, with the wholesale removal of irksome kobolds, scouting ruined towers, delving into dwarven necropolis-cities, and
intern died on his second assignment with the company. But like all good leaders, Omin Dran understood that truisms cut two ways, and he led the remaining team on a legendary trek through the Nine Hells to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
How It Started Acquisitions Incorporated began as most adventuring groups do, with the wholesale removal of irksome kobolds, scouting ruined towers, delving into dwarven necropolis-cities, and
intern died on his second assignment with the company. But like all good leaders, Omin Dran understood that truisms cut two ways, and he led the remaining team on a legendary trek through the Nine Hells to
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Race and Class Each guild description in chapter 2 provides suggested races and classes for characters belonging to that guild. Some races have strong traditions that direct them toward certain
the guild. This chapter describes new races you can choose from: centaurs, goblins, loxodons, minotaurs, Simic hybrids, and vedalken. It also presents two new subclass options: the cleric’s Order
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
; Elminster
Bugbears feature in the nightmare tales of many races — great, hairy beasts that creep through the shadows as quiet as cats. If you walk alone in the woods, a bugbear will reach out
.
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
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Race and Class Each guild description in chapter 2 provides suggested races and classes for characters belonging to that guild. Some races have strong traditions that direct them toward certain
the guild. This chapter describes new races you can choose from: centaurs, goblins, loxodons, minotaurs, Simic hybrids, and vedalken. It also presents two new subclass options: the cleric’s Order
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Eberron spin by connecting them to the magic of dragonshards. The four elemental weapons wielded by the prophets, for example, might be powered by Khyber dragonshards. Connect the economy of the Dessarin
delegation that kicks off the adventure in chapter 3 might be organized by House Kundarak. Include some NPCs of Eberron-specific races. Grund in Red Larch (described in chapter 6) can be a warforged
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Eberron spin by connecting them to the magic of dragonshards. The four elemental weapons wielded by the prophets, for example, might be powered by Khyber dragonshards. Connect the economy of the Dessarin
delegation that kicks off the adventure in chapter 3 might be organized by House Kundarak. Include some NPCs of Eberron-specific races. Grund in Red Larch (described in chapter 6) can be a warforged
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
Mountains. An independent stronghold that has no direct tunnels connecting it to Thorbardin, it was overrun by attackers during the Age of Might. During the Age of Despair, it was seized by Highlord
cleared of its inhabitants when the Kingdom of Galifar invaded that land. The aggressors left the place unoccupied after their victory. Since then, it has fallen into the hands of various groups of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
character race in the Player’s Handbook or a real-world ethnic or language group, with a focus on groups from antiquity and the Middle Ages. You can select from the possibilities here, or use dice to
determine a name. Even though names are associated with races in this appendix, a character might not have a name from their own race. For instance, a half-orc might have grown up among dwarves and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
Mountains. An independent stronghold that has no direct tunnels connecting it to Thorbardin, it was overrun by attackers during the Age of Might. During the Age of Despair, it was seized by Highlord
cleared of its inhabitants when the Kingdom of Galifar invaded that land. The aggressors left the place unoccupied after their victory. Since then, it has fallen into the hands of various groups of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
character race in the Player’s Handbook or a real-world ethnic or language group, with a focus on groups from antiquity and the Middle Ages. You can select from the possibilities here, or use dice to
determine a name. Even though names are associated with races in this appendix, a character might not have a name from their own race. For instance, a half-orc might have grown up among dwarves and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, wealth, and fame. More than other people, humans champion causes rather than territories or groups. EVERYONE’S SECOND-BEST FRIENDS
Just as readily as they mix with each other, humans mingle with members
of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.
Dwarves
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, wealth, and fame. More than other people, humans champion causes rather than territories or groups. EVERYONE’S SECOND-BEST FRIENDS
Just as readily as they mix with each other, humans mingle with members
of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.
Dwarves
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, wealth, and fame. More than other people, humans champion causes rather than territories or groups. EVERYONE'S SECOND-BEST FRIENDS
Just as readily as they mix with each other, humans mingle with members
of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.
Dwarves
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, wealth, and fame. More than other people, humans champion causes rather than territories or groups. EVERYONE'S SECOND-BEST FRIENDS
Just as readily as they mix with each other, humans mingle with members
of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.
Dwarves
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
entrance to the lair (area 5), the gnoll pack lord has split its remaining hunters into two groups, both of which are attempting to flush out the hook horrors to win the right to tear them apart. The
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Investigative Services in Warden Towers, and Globe Information Agency in Dragon Towers. Your party might be associated with any of these groups, or you might operate your own affiliated agency. In any
, who has confessed.
Allies. While the Finders’ Guild’s greatest strength is its internal connections, it lacks many strong allies beyond House Tharashk’s holdings. That said, the following groups
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Investigative Services in Warden Towers, and Globe Information Agency in Dragon Towers. Your party might be associated with any of these groups, or you might operate your own affiliated agency. In any
, who has confessed.
Allies. While the Finders’ Guild’s greatest strength is its internal connections, it lacks many strong allies beyond House Tharashk’s holdings. That said, the following groups
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
would surely overthrow and take control of the North. However, groups of heroes recently assaulted Bloodgate Keep and its master, the lich Tarul Var. With the help of a renegade Red Wizard named
team that originally assembled the Bloodgate Nexus, and knew that remaining nodes allowed direct access to a secret Thayan training ground known as the Doomvault. This adventure takes place in the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, and the remaining eight guards patrol the grounds in two groups of four. Characters who spend a few minutes studying the guards’ movements gain advantage on Dexterity (Stealth) checks made to approach
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
entrance to the lair (area 5), the gnoll pack lord has split its remaining hunters into two groups, both of which are attempting to flush out the hook horrors to win the right to tear them apart. The
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, and the remaining eight guards patrol the grounds in two groups of four. Characters who spend a few minutes studying the guards’ movements gain advantage on Dexterity (Stealth) checks made to approach