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Returning 35 results for 'consisting remain gained to have race'.
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Monsters
Domains of Delight: A Feywild Accessory
following structures out of webbing:
A 3-inch-thick, opaque wall of webbing consisting of up to three 10-foot-square sections, each of which must be anchored on at least two sides by other walls
with a closable door and a comfortable bed made of webbing, sized for a Tiny, Small, or Medium creature.
A message consisting of no more than twenty-five characters, anchored at various points so it
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Sunlight Banishment. If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the
hunting dogs. They race in pursuit of their prey, running it down until it’s too exhausted to fight back. Only the threat of dawn drives the pack back into hiding.
A pack of yeth hounds can be
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
turned the color of jade and their blood began to flow black. Their ears grew pointed, and they gained a limited form of telepathy — but at the cost of forgetting their history. The underground homes
Species
Van Richten’s 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 you’re amenable to such a development and how such stories
Monsters
Mythic Odysseys of Theros
touching her webs. Each creature restrained by a web or Arasta’s Web of Hair must make a DC 21 Intelligence saving throw. On a failed save, Arasta gains knowledge of a creature’s name, race
next dawn.
If Arasta dies, the spiders and insects lose their supernatural link to her. The webs remain, but they dissolve within 1d10;{"diceNotation":"1d10","rollType":"roll"} days.Acid
Species
Spelljammer: Adventures in Space
it, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their
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
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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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
shifter might be a massive brute built like a bear. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
hit points, you aren't knocked unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing
rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
monsters
to town.
Hidden Horrors. While Dagon is considered the most powerful of the deep ones, other, similarly ancient creatures have gained similar levels of power. Deep one writings refer to Mother Hydra
investigate, they find a ruin that seems to have been devastated by a terrible storm. Dagon and the deep ones always ensure that no survivors remain to contradict this assumption.Poison
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Wandering Outcasts
Most tabaxi remain in their distant
stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant
Gith
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mordenkainen’s Tome of Foes
The story of the gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind flayers that held them in
distanced themselves from one another to pursue their separate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross paths.
The githyanki were motivated
races
Mordenkainen Presents: Monsters of the Multiverse
’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.
Most shifters resemble a particular kind of lycanthrope. You can
race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until
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
races
Mordenkainen Presents: Monsters of the Multiverse
emotions captured in the Feywild in the form of seasons—affinities that affect the eladrin’s mood and appearance. An eladrin’s season can change, though some remain in one season
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
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
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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
Hobgoblin
Legacy
This doesn't reflect the latest rules and lore.
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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
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
about these races. The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
about these races. The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character’s race grants particular racial traits, such as special senses, proficiency
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character’s race grants particular racial traits, such as special senses, proficiency
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Githzerai The githzerai were born as a race at the end of the gith’s bloody, genocidal uprising against the mind flayers. A gith named Zerthimon, who had gained a significant following during the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Githzerai The githzerai were born as a race at the end of the gith’s bloody, genocidal uprising against the mind flayers. A gith named Zerthimon, who had gained a significant following during the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
feet. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming
speed you gained from it. If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Darkvision. You can see in dim light
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
feet. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming
speed you gained from it. If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Darkvision. You can see in dim light
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
what you might do with them. It’s always up to the DM to decide if an unusual race is an option for player character; there’s a place for dragonborn in Eberron, but if a DM doesn’t want to use them in a campaign, they remain hidden and unknown.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
what you might do with them. It’s always up to the DM to decide if an unusual race is an option for player character; there’s a place for dragonborn in Eberron, but if a DM doesn’t want to use them in a campaign, they remain hidden and unknown.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s 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 you’re amenable to such a development and how such stories unfold. WHAT
Compendium
- Sources->Dungeons & Dragons->Van Richten’s 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 you’re amenable to such a development and how such stories unfold. WHAT
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Elder Elementals On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of
promises destruction. Deadly When Summoned. The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Elder Elementals On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of
promises destruction. Deadly When Summoned. The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
gained her. Vizeran will be inclined to help them find a way to reach the Demonweb (Lolth’s layer of the Abyss), since the drow archmage hates the Demon Queen of Spiders and her subjugation of his race
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed
you gained from it. If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice. Darkvision. You can see in dim light
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
gained her. Vizeran will be inclined to help them find a way to reach the Demonweb (Lolth’s layer of the Abyss), since the drow archmage hates the Demon Queen of Spiders and her subjugation of his race
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
5. Lift Attached to the edge of the barracks platform is a winch-and-basket device consisting of a large swinging arm that carries a thin cord of strong spider silk. The cord runs through a series of
pulleys from a hand-cranked horizontal spool to a heavy woven basket suspended at the end. The basket is kept up on the platform except when it is in use. Two quaggoth attendants remain by the lift
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
5. Lift Attached to the edge of the barracks platform is a winch-and-basket device consisting of a large swinging arm that carries a thin cord of strong spider silk. The cord runs through a series of
pulleys from a hand-cranked horizontal spool to a heavy woven basket suspended at the end. The basket is kept up on the platform except when it is in use. Two quaggoth attendants remain by the lift