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Returning 35 results for 'consuming retain guides to have race'.
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Monsters
Guildmasters’ Guide to Ravnica
they remain capable of experiencing all the delights of their corporeal forms. In contrast to Orzhov spirits, they also retain their personalities, which are almost uniformly cruel.
Blood Bond
. Consuming a creature's blood creates a sort of empathic bond that allows the blood drinker vampire to exert some magical influence over its victim.Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Dragonlance: Shadow of the Dragon Queen
", "rollType":"damage", "rollAction":"Cataclysmic Rush", "rollDamageType":"necrotic"} necrotic damage. A creature can take this damage only once per turn.Some death dragons manage to retain almost all
of its former personality. The stronger the death dragon, the more it fights the hate consuming it, holding on to some vestige of its memories.
A death dragon’s bones burn with violet
Centaur
Legacy
This doesn't reflect the latest rules and lore.
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Species
Guildmasters’ Guide to Ravnica
In the sprawling city of Ravnica, where “open road” seems like a contradiction and “open plain” is sheer nonsense, centaurs nevertheless retain a love of wide spaces and the
freedom to travel. As much as they can, centaurs run — in wide plazas, spacious parks, and expanses of rubble and ruin. They race the wind, hooves thundering and tails streaming behind them
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
body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression
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
replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Reincarnation I died and was brought back to life by a friendly human druid using the reincarnate spell. I have no idea what became of the druid, whose name I don’t know. I retain the memories of my
previous life, some or all of which was spent in Icewind Dale. (Roll on the table in the spell’s description to determine your character’s previous race, or choose a race from the table that you like, then flesh out the story of your previous life.)
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Reincarnation I died and was brought back to life by a friendly human druid using the reincarnate spell. I have no idea what became of the druid, whose name I don’t know. I retain the memories of my
previous life, some or all of which was spent in Icewind Dale. (Roll on the table in the spell’s description to determine your character’s previous race, or choose a race from the table that you like, then flesh out the story of your previous life.)
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Doppelganger I’m a shapechanger. I have none of the traits of the race I’m imitating, but I retain my class features, background, and alignment. I have darkvision out to a range of 60 feet. I can
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Doppelganger I’m a shapechanger. I have none of the traits of the race I’m imitating, but I retain my class features, background, and alignment. I have darkvision out to a range of 60 feet. I can
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
campaign. If you are replacing your race with a lineage, you retain any languages you had and gain no new languages. Creature Type Every creature in D&D, including every player character, has a special
Creating Your Character At 1st level, you choose whether your character is a member of the human race or of one of the game’s fantastical races. Alternatively, you can choose one of the following
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Scout Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. Scout
Medium humanoid (any race), any alignment
Armor Class 13 (leather armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
11 (+0
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Scout Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. Scout
Medium humanoid (any race), any alignment
Armor Class 13 (leather armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
11 (+0
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
campaign. If you are replacing your race with a lineage, you retain any languages you had and gain no new languages. Creature Type Every creature in D&D, including every player character, has a special
Creating Your Character At 1st level, you choose whether your character is a member of the human race or of one of the game’s fantastical races. Alternatively, you can choose one of the following
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
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Attitude and Race Each ship’s crew and passengers have an attitude that guides how they interact with the characters. Friendly ships seek to trade or share news, neutral ones attack if they feel
table to determine the nature of the crew. The race chosen or rolled need not be the only one found on the ship, and you might use a table multiple times to make a ship’s crew and passengers more
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Attitude and Race Each ship’s crew and passengers have an attitude that guides how they interact with the characters. Friendly ships seek to trade or share news, neutral ones attack if they feel
table to determine the nature of the crew. The race chosen or rolled need not be the only one found on the ship, and you might use a table multiple times to make a ship’s crew and passengers more
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
body, thought, and emotion. Freed from the limitations of their human bodies, the yuan-ti used their new abilities to conquer new lands and expand their borders.
One Race, Many Forms
The bodies of all
— yuan-ti make perfect courtiers. And, worse for the rest of us, rulers.
— Elminster
The physical and magical prowess of the yuan-ti empire allowed the former humans to retain their
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your
a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. You retain the benefit of any features from your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your
on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. You retain the benefit of any features from your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your
a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. You retain the benefit of any features from your
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
they remain capable of experiencing all the delights of their corporeal forms. In contrast to Orzhov spirits, they also retain their personalities, which are almost uniformly cruel. Blood Bond
. Consuming a creature’s blood creates a sort of empathic bond that allows the blood drinker vampire to exert some magical influence over its victim. Blood Drinker Vampire
Medium undead, lawful evil
Armor
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
reduce your normal form to 0 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
trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
reduce your normal form to 0 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
trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your
on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. You retain the benefit of any features from your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
reduce your normal form to 0 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
trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
reduce your normal form to 0 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
trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as
or tool of your choice, selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities on the Astral Plane, and you retain them until you finish your next long rest.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
they remain capable of experiencing all the delights of their corporeal forms. In contrast to Orzhov spirits, they also retain their personalities, which are almost uniformly cruel. Blood Bond
. Consuming a creature’s blood creates a sort of empathic bond that allows the blood drinker vampire to exert some magical influence over its victim. Blood Drinker Vampire
Medium undead, lawful evil
Armor
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as
or tool of your choice, selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities on the Astral Plane, and you retain them until you finish your next long rest.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Using This Book This book is a gateway to using Eberron as a setting for your D&D campaign. It guides players and the Dungeon Master through the process of creating characters and adventures set in
this world. This introduction presents an overview of the world: its history, its calendar, and the themes that drive it. Chapter 1 details how to create Eberron characters. It offers race options and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Finding a Guide Guides can be retained in Port Nyanzaru or Fort Beluarian. All Port Nyanzaru guides must register and serve under the auspices of Jobal, who takes a princely cut of their earnings and
findings. The Zhentarim also have a black market network in the city that provides guides. Jobal is aware that this network exists and makes it abundantly clear that guides who fail to register with
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Using This Book This book is a gateway to using Eberron as a setting for your D&D campaign. It guides players and the Dungeon Master through the process of creating characters and adventures set in
this world. This introduction presents an overview of the world: its history, its calendar, and the themes that drive it. Chapter 1 details how to create Eberron characters. It offers race options and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Finding a Guide Guides can be retained in Port Nyanzaru or Fort Beluarian. All Port Nyanzaru guides must register and serve under the auspices of Jobal, who takes a princely cut of their earnings and
findings. The Zhentarim also have a black market network in the city that provides guides. Jobal is aware that this network exists and makes it abundantly clear that guides who fail to register with
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Charisma modifier (choose when you select this race): Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom
don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Charisma modifier (choose when you select this race): Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom
don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish