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Returning 35 results for 'connection wind race'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
attacks, or it uses Wind Javelin twice.
Lightning Sword. Melee Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Lightning Sword"} to hit, reach 15 ft., one target. Hit
: 40 (9d6 + 9);{"diceNotation":"9d6+9", "rollType":"damage", "rollAction":"Lightning Sword", "rollDamageType":"lightning"} lightning damage.
Wind Javelin. The giant coalesces wind into a javelin-like
Monsters
Storm King's Thunder
resentful of most kinds of magic. Seldom do they choose to become shamans. Instead, the role is thrust upon those who are born with a strong connection to the spirit world. To be a shaman is to stand
: enhance ability (catâs grace only), jump
Sky Pony: gust of wind, witch bolt
Thunderbeast: enhance ability (bullâs strength only), pass without trace
Tree Ghost: barkskin, speak with plants
Species
Mordenkainen Presents: Monsters of the Multiverse
Air genasi are descended from djinn, the genies of the Elemental Plane of Air. Embodying many of the airy traits of their otherworldly ancestors, air genasi can draw upon their connection to the
with bluish-white energy spilling out. An air genasiâs hair might blow in a phantom wind or be made entirely of clouds or vapor.
Genasi
Tracing their ancestry to the genies of the Elemental
Centaur
Legacy
This doesn't reflect the latest rules and lore.
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Species
Guildmastersâ Guide to Ravnica
freedom to travel. As much as they can, centaurs run â in wide plazas, spacious parks, and expanses of rubble and ruin. They race the wind, hooves thundering and tails streaming behind them
, they celebrate family and community as microcosms of that greater connection. Among the Gruul, they have a strong clan identity, and Selesnya centaurs are fiercely loyal to their individual communities
Species
Mordenkainen Presents: Monsters of the Multiverse
A winged people who originated on the Elemental Plane of Air, aarakocra soar through the sky wherever they wander. The first aarakocra served the Wind Dukes of Aaqaâmighty beings of air&mdash
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation
Species
Eberron: Rising from the Last War
-Lashtavar.
âLakashtai, servant of the light
The kalashtar are a compound race created from the union of humanity and renegade spirits from the plane of dreams â spirits called quori
spirits.
Bound to Spirits
Every kalashtar has a connection to a spirit of light, a bond shared by other members of their bloodline. Kalashtar appear human, but their spiritual connection affects them
Species
Mordenkainen Presents: Monsters of the Multiverse
without disturbing it. So deep is the connection between a firbolg and the wild places of the world that they can communicate with flora and fauna.
Firbolgs can live up to 500 years.
Creating Your
Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character
Species
Van Richtenâs Guide to Ravenloft
overshadow their original race, if any, becoming their new race. A character might choose a lineage during character creation, their transformation having occurred before play begins. Or, events might
unfold during adventures that lead your character to replacing their race with this new lineage. Work with your DM to establish if youâre amenable to such a development and how such stories
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
have historical ties to the Wind Dukes of Aaqa. Exceptional individuals honor that connection and might seek out the missing pieces of the Rod of Seven Parts, the remains of an artifact fashioned by
the Wind Dukes long ago to defeat the Queen of Chaosâs monstrous champion, Miska the Wolf-Spider.
When plunged into Miskaâs body, the chaos in his blood sundered the rod and scattered its
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
connection to the winds. Air genasiâs skin tones include many shades of blue, along with the full range of human skin tones, with bluish or ashen casts. Sometimes their skin is marked by lines that seem
like cracks with bluish-white energy spilling out. An air genasiâs hair might blow in a phantom wind or be made entirely of clouds or vapor. As an air genasi, you have the following traits. Creature
Species
Mordenkainen Presents: Monsters of the Multiverse
have lived on the worlds of the Material Plane since the worldsâ creation. Gifted by the gods with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can
level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
a collection of special feats that allow you to explore your characterâs race further. These feats are each associated with a race from the Playerâs Handbook, as summarized in the Racial Feats table
. A racial feat represents either a deepening connection to your raceâs culture or a physical transformation that brings you closer to an aspect of your raceâs lineage. The cause of a particular
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
overshadow their original race, if any, becoming their new race. A character might choose a lineage during character creation, their transformation having occurred before play begins. Or, events might
unfold during adventures that lead your character to replacing their race with this new lineage. Work with your DM to establish if youâre amenable to such a development and how such stories unfold. WHAT
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Changeling Traits As a changeling, you have the following racial traits. Creature Type. You are a Fey. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your
walking speed is 30 feet. Changeling Instincts. Thanks to your connection to the fey realm, you gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
using any spell slots you have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for it when you cast gust of wind with this trait (choose when you select this race).
you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. Wind Caller. Starting at 3rd level, you can cast the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Chapter 1: Character Creation The skyscrapers of Sharn rise up before you, the spires glimmering with magical lights. Or wind rushes through your hair as the airship youâre riding races toward
the following choices: Race. Choose one of the playable races detailed in this chapter, or pick a race from the Playerâs Handbook and learn here how Eberron has affected that speciesâ development
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Origins Make the Sorcerer Each sorcerer draws their power from different sources, based on their lineage or their connection to the multiverse. Your own lineage defines much about your place in the
world and your approach to magic, and can help you establish your connection to your Acquisitions Incorporated franchise. Divine Soul As a divine soul, you have a special place in your franchise. Just
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
wind that followed. Basidia and the myconids offer to meld with Araumycos to try to heal it and guide it back to wholeness. Though not as serious as death, the trauma still causes a significant amount
last bequest from the mind of Araumycos. A puff of rapport spores or a lingering psychic connection informs them of one or more of the secrets of the Underdark gathered during the entityâs vast
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Tortle Traits As a tortle, 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
canât wear light, medium, or heavy armor, but if you are using a shield, you can apply the shieldâs bonus as normal. Natureâs Intuition. Thanks to your mystical connection to nature, you gain
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
can dramatically shape adventurersâ lives. The following sections present a variety of options for creating characters with a tie to dragons: âDraconic Racesâ presents variant dragonborn race options to
Dragonâ includes inspiration for characters of any class to portray their training or magic as derived from a connection to dragons. âDraconic Featsâ provides feats to forge connections to the chromatic
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Kobold Legacy. Koboldsâ connection to dragons can manifest in unpredictable ways in an
. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
that way. The Zhentarim The Order of the Emerald Claw Replace the Black Network with the Order of the Emerald Claw, though you should downplay the connection to Vol. Dragonmarked Houses As an
alternative to the five factions, you can use Eberronâs dragonmarked houses. If you do so, remember that many members of the houses donât possess dragonmarks, and that even houses dominated by one race (the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
their presence is courted as a sign of status among rulers. Champion
Medium humanoid (any race), any alignment
Armor Class 18 (plate)
Hit Points 143 (22d8 + 44)
Speed 30 ft.
STR
20 (+5
passive Perception 16
Languages any one language (usually Common)
Challenge 9 (5,000 XP)
Indomitable (2/Day). The champion rerolls a failed saving throw.
Second Wind (Recharges after a Short
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
birdlike humanoids guard the windy borders of their home against invaders from the Elemental Plane of Earth, such as gargoyles, their sworn enemies.
Enemies of Elemental Evil. In service to the Wind
Dukes of Aaqa, aarakocra scout the planes in search of temples of Elemental Evil. They spy on malign elemental creatures and then either take the fight to those creatures or report back to the Wind
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
16 (+3
, mage armor, witch bolt
2nd level (3 slots): gust of wind, Melfâs acid arrow, misty step
Actions
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
and his companions will do everything in their power to ensure that anyone who happens upon their sanctum doesnât live to tell of it. Champion Medium humanoid (any race), any alignment
Armor Class 18
throw.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, the champion can regain 20 hit points.
Actions
Multiattack. The champion makes three attacks with its greatsword or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
presence is courted as a sign of status among rulers. Champion
Medium humanoid (any race), any alignment
Armor Class 18 (plate)
Hit Points 143 (22d8 + 44)
Speed 30 ft.
STR
20(+5)
DEX
16
Languages any one language (usually Common)
Challenge 9 (5,000 XP)
Indomitable (2/Day). The champion rerolls a failed saving throw.
Second Wind (Recharges after a Short or Long Rest). As a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Storm Giant Quintessent Some storm giants approaching the end of their natural life spans seek an escape from death. They plumb the depths of their powerful connection to the elements and disperse
attacks or uses Wind Javelin twice.
Lightning Sword. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 40 (9d6 + 9) lightning damage.
Wind Javelin. The giant coalesces wind into a javelin
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
choice. Waves of invaders appear throughout the night, unless the characters can activate the proper sequences of runes and star carvings to sever the invadersâ connection to the circle. Missing
recorded storm giant prophecies. Mind flayers and their dominated minions from the Fomorian Encounters table (see chapter 3) race the characters to the prize. Shipyard A fire giant shipwright is studying
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
connection to its ruling family or its businesses. The Adventurer, though, is hired by the house for more traditional adventuring skillsâusually capabilities that the houseâs other agents lack. The Adventurer
character most likely chooses the race that matches the bloodline of the house. The Heir can be dragonmarked (with the appropriate marked subrace or racial variant) or unmarked. The house agent background (described in this chapter) proves particularly appropriate for this character.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Storm Giant Quintessent To forestall the inevitable, some storm giants approaching the end of their natural life spans seek an escape from death. They plumb the depths of their powerful connection to
Multiattack. The giant makes two Lightning Sword attacks, or it uses Wind Javelin twice.
Lightning Sword. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 40 (9d6 + 9) lightning damage
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
your walking speed. Amphibious. You can breathe air and water. Control Air and Water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast the gust of wind spell with this
(choose when you select this race). 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 discern colors in that darkness
Shifter
Legacy
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Species
Eberron: Rising from the Last War
weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they
ready for change or opportunity.
Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Dragonmarks and Backgrounds Dragonmarks are bound to certain bloodlines, and by choosing a mark you are establishing that your character has a blood connection to one of the families in the
worldly things, choosing not to pursue a connection with the houses. Whatever you decide, this is an opportunity to talk with your DM about the role youâd like the house to play in a campaign. Do you
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
suspicious and resentful of most kinds of magic. Seldom do they choose to become shamans. Instead, the role is thrust upon those who are born with a strong connection to the spirit world. To be a
sidebar are now âgust of wind, witch bolt.â These changes reduce the number of spells per tribe to two, and all the spells listed can be cast as 1 action.






