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Returning 35 results for 'continuing running genies to have race'.
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containing ruling genies to have race
containing running genies to have race
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continuing ranging gender to have race
Backgrounds
Mythic Odysseys of Theros
excel.
Favored Event
d8
Favored Event
1
Marathon
2
Long-distance running
3
Wrestling
4
Boxing
5
Chariot or horse race
6
Pankration (mixed
unarmed combat)
7
Hoplite race (racing in full armor with a unit)
8
Pentathlon (running, long jump, discus, javelin, wrestling)
Feature: Echoes of Victory
You have attracted admiration
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
Centaur
Legacy
This doesn't reflect the latest rules and lore.
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Species
Guildmasters’ Guide to Ravnica
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
their own horse-like bodies, and delight in the feeling of running alongside herds and packs of other beasts.
Clans and Community
Centaurs sense the interconnectedness of the natural world. Thus
races
Mordenkainen Presents: Monsters of the Multiverse
Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside themselves.
Their
scales. Their hair can resemble seaweed, waving as if in a current, or it can even be like water itself.
Genasi
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into
races
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 genasi’s 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
races
Mordenkainen Presents: Monsters of the Multiverse
Descended from efreet, the genies of the Elemental Plane of Fire, fire genasi channel the flamboyant and often destructive nature of flame. They show their heritage in their skin tones, which can
lines tracing over their bodies like cracks. Fire genasi hair can resemble threads of fire or sooty smoke.
Genasi
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into
races
Mordenkainen Presents: Monsters of the Multiverse
Tracing their ancestry to dao, the genies of the Elemental Plane of Earth, earth genasi inherit dao’s steadfast strength and control over earth.
An earth genasi’s skin can be the colors
glow. Earth genasi hair can appear carved of stone or crystal or resemble strands of spun metal.
Genasi
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Continuing or Episodic Campaigns The backbone of a campaign is a connected series of adventures, but you can connect them in two different ways. In a continuing campaign, the connected adventures
the campaign. A continuing campaign designed with a theme and a story arc in mind can feel like a great fantasy epic. The players derive the satisfaction of knowing the actions they take during one
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Continuing or Episodic Campaigns The backbone of a campaign is a connected series of adventures, but you can connect them in two different ways. In a continuing campaign, the connected adventures
the campaign. A continuing campaign designed with a theme and a story arc in mind can feel like a great fantasy epic. The players derive the satisfaction of knowing the actions they take during one
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Earth Genasi Traits Tracing their ancestry to dao, the genies of the Elemental Plane of Earth, earth genasi inherit dao’s steadfast strength and control over earth. An earth genasi’s skin can be the
are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Air Genasi Traits 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
Type. You are a Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 35 feet. Darkvision. You can see in dim light within 60 feet of you
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Air Genasi Traits 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
Type. You are a Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 35 feet. Darkvision. You can see in dim light within 60 feet of you
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Water Genasi Traits Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside
Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed. Acid Resistance
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Water Genasi Traits Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside
Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed. Acid Resistance
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Fire Genasi Traits Descended from efreet, the genies of the Elemental Plane of Fire, fire genasi channel the flamboyant and often destructive nature of flame. They show their heritage in their skin
Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Earth Genasi Traits Tracing their ancestry to dao, the genies of the Elemental Plane of Earth, earth genasi inherit dao’s steadfast strength and control over earth. An earth genasi’s skin can be the
are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Fire Genasi Traits Descended from efreet, the genies of the Elemental Plane of Fire, fire genasi channel the flamboyant and often destructive nature of flame. They show their heritage in their skin
Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Running the Adventure There is considerable information contained herein with respect to what the players see as they explore the steading, and what the inhabitants do if they become aware of the
treasures as you see fit, with an eye towards your home campaign and your particular players. If time permits, the giants organize traps, ambushes, and last-ditch defenses against continuing forays into
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
information. See the “NPC Party Members” sidebar for tips on running Nundro. If the characters deal with Nezznar and his minions, this area serves as a safe and comfortable place to rest before
continuing their explorations of the mine. Awarding Experience Points If Nundro is rescued and survives the adventure, divide 200 XP equally among the characters in the party.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
information. See the “NPC Party Members” sidebar for tips on running Nundro. If the characters deal with Nezznar and his minions, this area serves as a safe and comfortable place to rest before
continuing their explorations of the mine. Awarding Experience Points If Nundro is rescued and survives the adventure, divide 200 XP equally among the characters in the party.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Using This Book Most of the Astral Adventurer’s Guide is designed to be shared with players. Think of this book’s chapters as a primer for creating characters and running adventures in the uncharted
void that surrounds each of the worlds of the Material Plane: Chapter 1 contains new material for players, including two backgrounds and six race options. Chapter 2 gives players and DMs rules for
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
has been delayed by an unforeseen complication: Stonky can’t find his ring of telekinesis and doesn’t know where he left it. It’s a race against time to find the ring before the four of them must go up
to the Barn Door’s observatory, secure themselves to the chairs there, and blast into space along with the rest of their cult and their collection of “priceless” books. Before running this part of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
has been delayed by an unforeseen complication: Stonky can’t find his ring of telekinesis and doesn’t know where he left it. It’s a race against time to find the ring before the four of them must go up
to the Barn Door’s observatory, secure themselves to the chairs there, and blast into space along with the rest of their cult and their collection of “priceless” books. Before running this part of the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Using This Book Most of the Astral Adventurer’s Guide is designed to be shared with players. Think of this book’s chapters as a primer for creating characters and running adventures in the uncharted
void that surrounds each of the worlds of the Material Plane: Chapter 1 contains new material for players, including two backgrounds and six race options. Chapter 2 gives players and DMs rules for
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
harbor and the city’s four hills. Spectators are seldom injured, but it’s a dangerous sport for the dinosaurs and their riders. A typical race day has three races: one for four-legged beasts, one for
two-legged beasts, and one no-holds-barred “unchained” race. Many of the dinosaurs involved are juveniles, since fully grown versions can be too large and too difficult for riders to manage. The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
harbor and the city’s four hills. Spectators are seldom injured, but it’s a dangerous sport for the dinosaurs and their riders. A typical race day has three races: one for four-legged beasts, one for
two-legged beasts, and one no-holds-barred “unchained” race. Many of the dinosaurs involved are juveniles, since fully grown versions can be too large and too difficult for riders to manage. The
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
to the finish line. On a whiteboard or notepad, jot down the giant snails, their numbers, and their riders. Next to the names, keep a running total of how far each snail travels in feet during the race
, fast-paced sport that draws a lively crowd. Characters can participate in the race as snail jockeys, but it costs 1 ticket punch to enter. On the Story Tracker, jot down the names of any characters who
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Running the Adventure There is considerable information contained herein with respect to what the players see as they explore the steading, and what the inhabitants do if they become aware of the
treasures as you see fit, with an eye towards your home campaign and your particular players. If time permits, the giants organize traps, ambushes, and last-ditch defenses against continuing forays into
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
to the finish line. On a whiteboard or notepad, jot down the giant snails, their numbers, and their riders. Next to the names, keep a running total of how far each snail travels in feet during the race
, fast-paced sport that draws a lively crowd. Characters can participate in the race as snail jockeys, but it costs 1 ticket punch to enter. On the Story Tracker, jot down the names of any characters who
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Marid Hailing from the Elemental Plane of Water, the marids are the most wondrous of genie-kind. Although all genies wield great power, even the lowliest marid sees itself as clearly superior to the
, entertainers, or storytellers for use in their courts. Egotistical Hierarchs. All marids claim a title of nobility, and the race is awash in shahs, sultans, muftis, and khedives. Most of these titles are
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Marid Hailing from the Elemental Plane of Water, the marids are the most wondrous of genie-kind. Although all genies wield great power, even the lowliest marid sees itself as clearly superior to the
, entertainers, or storytellers for use in their courts. Egotistical Hierarchs. All marids claim a title of nobility, and the race is awash in shahs, sultans, muftis, and khedives. Most of these titles are
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. Supreme Sneak Starting at 9th level, you
can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level, you have
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. Supreme Sneak Starting at 9th level, you
can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level, you have
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