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Returning 23 results for 'conversely relate granting to have race'.
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Monsters
Mythic Odysseys of Theros
addition, Arasta’s children immediately swarm over her body to protect her, granting her 100 temporary hit points.
Legendary Resistance (3/Day). If Arasta fails a saving throw, she can choose to
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
Orc
Legacy
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races
Mordenkainen Presents: Monsters of the Multiverse
Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness
devotion to other gods.
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
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
adventures. Lineages. Consider an origin that ties you to a grim progenitor or inexplicable experience. Lineages can serve as your character’s race or overshadow your previous race. Dark Gifts. Determine
whether the Dark Powers of Ravenloft have exerted their influence upon you, granting you a double-edged supernatural gift. Subclass Options. Consider choosing the College of Spirits bard or the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
adventures. Lineages. Consider an origin that ties you to a grim progenitor or inexplicable experience. Lineages can serve as your character’s race or overshadow your previous race. Dark Gifts. Determine
whether the Dark Powers of Ravenloft have exerted their influence upon you, granting you a double-edged supernatural gift. Subclass Options. Consider choosing the College of Spirits bard or the
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
; animosity, gnomes tend to avoid or abandon settlements that have a severe infestation of kobolds, and conversely kobolds are usually driven out of communities that have a large gnome population
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->The Book of Many Things
merchants relate this information to anyone who buys a fruit, always downplaying potentially negative side effects. Fey Fruit Effects d10 Effect 1 Every 10 minutes, the creature must eat another fey
turns into a faerie dragon, as if by a True Polymorph spell that has a duration of 24 hours. 6 Regenerative bark covers the creature’s skin, granting the effects of a Barkskin spell for 24 hours. 7 The
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
merchants relate this information to anyone who buys a fruit, always downplaying potentially negative side effects. Fey Fruit Effects d10 Effect 1 Every 10 minutes, the creature must eat another fey
turns into a faerie dragon, as if by a True Polymorph spell that has a duration of 24 hours. 6 Regenerative bark covers the creature’s skin, granting the effects of a Barkskin spell for 24 hours. 7 The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
failures, with each check representing 8 hours of investigation. Other characters can assist, granting advantage on the checks. Harko (bandit captain) has two kenku companions that fight by his side. Reward
rift between the Zhentarim and Esloon’s gang by sowing rumors of betrayal. They must spend 25 gp in bribes and succeed on a DC 16 Charisma (Deception or Persuasion) check. Conversely, they can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
failures, with each check representing 8 hours of investigation. Other characters can assist, granting advantage on the checks. Harko (bandit captain) has two kenku companions that fight by his side. Reward
rift between the Zhentarim and Esloon’s gang by sowing rumors of betrayal. They must spend 25 gp in bribes and succeed on a DC 16 Charisma (Deception or Persuasion) check. Conversely, they can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
with some secondary villains, culminating in a bloody confrontation at a noble estate. In chapter 4, the characters race to find the gold. The encounters in this chapter and the order in which they
unconscious rather than killed. Such characters might awaken in an alley, a sewer tunnel, or a prison cell, with or without their gear. Conversely, they might awaken safe and sound with all their gear in a private residence, being cared for by friendly NPCs who took them in.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
with some secondary villains, culminating in a bloody confrontation at a noble estate. In chapter 4, the characters race to find the gold. The encounters in this chapter and the order in which they
unconscious rather than killed. Such characters might awaken in an alley, a sewer tunnel, or a prison cell, with or without their gear. Conversely, they might awaken safe and sound with all their gear in a private residence, being cared for by friendly NPCs who took them in.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
houses of commerce derive their power from dragonmarks—hereditary arcane sigils that manifest on certain individuals within the family, granting them limited but useful magical abilities associated
humans and lycanthropes, a union that grants them limited bestial abilities and feral instincts. The warforged are a constructed race created during the Last War, seeking to find its place in a post
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
houses of commerce derive their power from dragonmarks—hereditary arcane sigils that manifest on certain individuals within the family, granting them limited but useful magical abilities associated
humans and lycanthropes, a union that grants them limited bestial abilities and feral instincts. The warforged are a constructed race created during the Last War, seeking to find its place in a post
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a period of struggle or turmoil. Sometimes it’s a war or uprising; other times it’s an election, the death of a tyrant, a prophecy fulfilled, or the appointment of a hero. Conversely, the new leader
group of persons will do their utmost to foil this leader because of it? Conversely, what is this leader’s greatest virtue, and who rises to the leader’s defense because of it? Who believes in this
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a period of struggle or turmoil. Sometimes it’s a war or uprising; other times it’s an election, the death of a tyrant, a prophecy fulfilled, or the appointment of a hero. Conversely, the new leader
group of persons will do their utmost to foil this leader because of it? Conversely, what is this leader’s greatest virtue, and who rises to the leader’s defense because of it? Who believes in this
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters pull free, granting advantage on each character’s ability check. A character who gets free of the sludge rises up into the air and quickly shakes off the sense of horrible loss. For the rest
made it to the end of the dreamscape, Mad Maggie is eager to repeat the ritual. Conversely, Lulu might regain enough of her memory to lead characters on the next leg of the journey without having to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters pull free, granting advantage on each character’s ability check. A character who gets free of the sludge rises up into the air and quickly shakes off the sense of horrible loss. For the rest
made it to the end of the dreamscape, Mad Maggie is eager to repeat the ritual. Conversely, Lulu might regain enough of her memory to lead characters on the next leg of the journey without having to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
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, where they consider home, and what
protect her, granting her 100 temporary hit points.
Legendary Resistance (3/Day). If Arasta fails a saving throw, she can choose to succeed instead.
Magic Resistance. Arasta has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
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, where they consider home, and what
protect her, granting her 100 temporary hit points.
Legendary Resistance (3/Day). If Arasta fails a saving throw, she can choose to succeed instead.
Magic Resistance. Arasta has advantage on saving
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Mercykillers—if there’s no meaning, there can’t be order. Conversely, the Doomguard, Hands of Havoc, and Heralds of Dust all find enough common points with Bleakers to call them allies. Doomguard Who
. Part morgue, funeral home, and tomb, the Mortuary is the destination for Sigil’s dead. There, the Heralds of Dust count the Bleak Cabal and the Doomguard as allies. Conversely, the Mind’s Eye
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Mercykillers—if there’s no meaning, there can’t be order. Conversely, the Doomguard, Hands of Havoc, and Heralds of Dust all find enough common points with Bleakers to call them allies. Doomguard Who
. Part morgue, funeral home, and tomb, the Mortuary is the destination for Sigil’s dead. There, the Heralds of Dust count the Bleak Cabal and the Doomguard as allies. Conversely, the Mind’s Eye
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tunnels beneath the warehouse were dug as smugglers’ byways. Later, worshipers of That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3) excavated chambers beneath the ground
such as rotting flesh, crumbling edifices, and political speeches. This trauma imposes disadvantage on initiative rolls. On a successful save, these visions put the character on edge, granting
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tunnels beneath the warehouse were dug as smugglers’ byways. Later, worshipers of That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3) excavated chambers beneath the ground
such as rotting flesh, crumbling edifices, and political speeches. This trauma imposes disadvantage on initiative rolls. On a successful save, these visions put the character on edge, granting