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Returning 35 results for 'continuing respectively groups to have race'.
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Monsters
Mythic Odysseys of Theros
volcanoes, where they caper among the forces of dissolution and rebirth. During avalanches and volcanic eruptions, groups of oreads might race ahead of the destruction, dancing, singing, and doing what
mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In
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
Astral Plane can live to be more than 750 years old.
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
Human
Legacy
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Species
Basic Rules (2014)
seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people
, humans champion causes rather than territories or groups.
Human Names and Ethnicities
Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents
Gith
Legacy
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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
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Subraces Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from
race to race and world to world. In the Dragonlance campaign setting, for example, mountain dwarves and hill dwarves live together as different clans of the same people, but in the Forgotten Realms
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Additionally, numerous factions are active within the town, including the Keepers of the Feather and the priests of Osybus (see “Travelers in the Mists” and “Other Groups,” respectively, later in this chapter).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Racial Traits The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races. Ability Score Increase A race
that has this trait increases one or more of a character’s ability scores. Age The age entry notes the age when a member of the race is considered an adult, as well as the race’s expected lifespan
Bugbear
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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
remove opposition or exile weaker or unpopular members to keep the rest of the gang strong. Fortunately for the race as a whole, even young and elderly bugbears have the ability to survive alone in the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
-loving peoples of Krynn and an age of oppression. This chapter presents player-facing details of peoples and groups in Krynn, as well as character options supplementing the rules in the Player’s
Handbook. Herein, you’ll find the following sections: Peoples of Krynn. Learn about the peoples of Krynn and how they might inspire your next character. Race Option. Play as a kender, a character race
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
travelers have shared experiences. You can find a place to hide, rest, or recuperate among sympathetic trading caravans, itinerant families, or displaced groups, so long as you don’t present yourself
as a danger. Such groups will hide you from the law or anyone searching for you, though they won’t risk their lives for you. Additionally, you can tell whether an object you can see and touch is from
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->Vecna: Eve of Ruin
Alabaster Racetrack Sleek white pillars surround what looks like a racetrack. The stands bustle with patrons, all eager to bet on the impending race.
This arena hosts nightmare racing. Audience
members can place bets, earning a payout depending on which steeds place in the top two of a given race. Up to six nightmares race at any given time; those who bet on the first-place steed receive triple
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
form close friendships there that last throughout their educational careers, even when members of tight-knit groups of friends join different colleges in their second year. A few students continue to
students take as many as a third of their classes in other colleges, continuing the breadth of their first-year education and looking for places where the perspectives of other disciplines can bring
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Exemplars of Ambition Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power
, 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
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
A Race without a Home As offspring of the infernal, tieflings call no place in Faerûn their own, although some places and nations are more tolerant of them than most. In the North, the largest
a tiefling is a member of the Ashmadai or was drawn to Neverwinter by the opportunity to blend in that a metropolis provides. Small and scattered groups of tieflings are found elsewhere across Faerûn
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Exemplars of Ambition Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power
, 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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
onerous, but it helps to have a system for larger groups of monsters. If you aren’t using miniatures or other visual aids, the easiest way to keep track of your monsters is to assign them unique
encounter with three ogres, you could use three identical ogre miniatures tagged with stickers marked A, B, and C, respectively. To track the ogres’ hit points, you can sort them by letter, then
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Points a monster has remaining. It helps to have a system to track damage for groups of monsters. If you aren’t using miniatures or other visual aids, one way to track your monsters is to assign them
mountain pass For example, in a combat encounter with three ogres, you could use three identical ogre miniatures tagged with stickers marked A, B, and C, respectively. To track the ogres’ Hit Points, you
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
they are, first of all, followers of Maglubiyet. On the surface, goblins, bugbears, and hobgoblins are as different as halflings, dwarves, and elves. Each race has its own tendencies, outlook, culture
, and gods. But Maglubiyet’s hand joins them together, just as he made all their other gods parts within a greater whole. When one kind of goblinoid encounters another kind, the two groups don’t see one
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Other Groups Representatives of various organizations have their own reasons for exploring the Mists and might be encountered in multiple domains. Church of Ezra Pious souls in various domains pray
the Shadowlands (detailed in “Other Domains of Dread”) in search of evil to vanquish. Bold and proud, many members of the Circle inadvertently race toward dramatic tragedies. The more successful
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Chapter 4: Gith and Their Endless War 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
hostility, and the two groups 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
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
years ago, the Kinslayer War divided the high elves of Ansalon into two groups, Silvanesti in the east and Qualinesti in the west. Through the intervening millennia, neither group has sought
ago to explore the world, or perhaps you’ve just begun your travels, seeking to prevent the threats that befell the Silvanesti from reaching your people’s home. Sea Elves Two groups of sea elves
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, with other worship areas arranged around it. Foes The force outside the temple is split into three groups. One (A) is battering at the front doors, another (B) is circling the temple in a screeching
mob, and the third (C) is heaping burning straw against a rear door. All these groups together would overwhelm 1st-level characters, but characters can devise a plan that gets them inside the temple by
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, with other worship areas arranged around it. Foes The force outside the temple is split into three groups. One (A) is battering at the front doors, another (B) is circling the temple in a screeching
mob, and the third (C) is heaping burning straw against a rear door. All these groups together would overwhelm 1st-level characters, but characters can devise a plan that gets them inside the temple by
Kobold
Legacy
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Species
Volo's Guide to Monsters
, they might build a warren and make a permanent home there, while continuing to expand the town’s sewers as the community grows. These so-called “city kobolds” live underground but
at the actions or deeds of other races. They aren’t forgiving of other races, and they enjoy nursing their hatred until they get a chance to wreak revenge on a creature or a race that has wronged
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Golgari Creatures The Devkarin elves (drow), deadly medusas, and insectile kraul are the three most important power groups among the Golgari Swarm, vying for control over a teeming horde of lesser
. Inside were hundreds of well-preserved corpses suffused with a latent necromantic power that Mazirek activated, bringing the corpses back to a shambling semblance of life. This new race of undead is
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
race across the street into more shadows, and a woman carrying a round shield and a broken spear turns and faces back in the direction from which they came. Seven kobolds stream out of the alley on the
keep, so it’s still possible to move through the front gate — but not for long. To reach the keep, the characters must make it past three groups of raiders. A group consists of 1d6 kobolds and 1d4
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Jarad’s sister, Savra, took control of the guild before him. Various groups of people and monsters coexist within the swarm, their relative power waxing and waning with the years, and through it all
, the guild goes on. The three most important power groups within the Golgari are the Devkarin elves, the medusas (also called gorgons in Ravnica), and the insectile kraul. Jarad is an undead
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
race across the street into more shadows, and a woman carrying a round shield and a broken spear turns and faces back in the direction from which they came. Seven kobolds stream out of the alley on the
, so it’s still possible to move through the front gate—but not for long. To reach the keep, the characters must make it past three groups of raiders. A group consists of 1d6 kobolds and 1d4 cultists
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spread fear, suspicion, and deceit better than doppelgangers. Found in every land and culture, they can take on the guise of any individual of any race. Stealing Secrets. A doppelganger’s adopted
how to behave and speak authentically. Hedonistic Swindlers. Doppelgangers work alone or in small groups, with group roles shifting from con to con. While one doppelganger takes the place of a murdered
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
to visit sacred dwarven sites before continuing on to Goldenfields. They were last seen at the west end of the Stone Bridge, turning south to proceed overland through the heart of the Sumber Hills
reclusive orders, but these outposts serve Elemental Evil. When the characters infiltrate or defeat these disguised groups of cultists, they discover that each Haunted Keep guards a passage leading to a huge
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
advancement of entire societies and civilizations. Some groups of characters might all affiliate with a single circle, while others might include members of different circles. Different affiliations don’t
, the fang, the claw, the wing, and the eye, representing endurance, ruthlessness, savagery, speed, and cunning, respectively. You could also create factions based around the damage types dealt by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
allies. Rizzeryl works for two groups: House Auvryndar, a low-ranking drow house from Menzoberranzan that is slowly and secretly consolidating its power in Undermountain, and the Zhentarim, which is
, respectively, but he hasn’t explored either level. Tabletop Map. The wererats have carefully arranged the loose stones on the table to form an accurate map of this level of Undermountain; the map, however
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
is true for other Uthgardt. Though they comport themselves in seemingly disparate groups honoring different totems, Uthgardt have much in common. What follows is what I have learned of the people who
bands, groups of tribesfolk that number between a dozen and a hundred, usually twenty to fifty. These bands generally consist of several family groups, each led by a matriarch or patriarch. In many ways
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
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
unpopular members to keep the rest of the gang strong. Fortunately for the race as a whole, even young and elderly bugbears have the ability to survive alone in the wild, and the cast-off members of a gang