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Returning 35 results for 'core races guide to her record'.
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Classes
Sword Coast Adventurer's Guide
Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of
their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.
Classes
Sword Coast Adventurer's Guide
Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of
their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.
Backgrounds
Sword Coast Adventurer's Guide
use by the faction’s operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don’t merely fulfill a small function for that
to one day rise to the top of my faith’s religious hierarchy. (Lawful)
5
Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful
Magic Items
Baldur’s Gate: Descent into Avernus
favorite religious hymn that I constantly hum.
2
I must keep a written record of my beliefs and the sins that I witness. When finished, this book will be my gift to the multiverse.
3
I have
Beneficial Properties table in chapter 7 of the Dungeon Master’s Guide.
Searing Radiance. The sword deals an extra 9 (2d8) radiant damage to any creature it hits, or 16 (3d10) radiant damage if you
Species
Dungeon Master’s Guide (2014)
This aasimar variant originally appeared in the Dungeon Master's Guide as an example for creating your own races.
Whereas tieflings have fiendish blood in their veins, aasimar are the descendants of
Halfling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
land beyond their quiet shires. They typically don’t recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways
despite the rise and fall of empires.
Many halflings live among other races, where the halflings’ hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Snout of Omgar make good homes for them. This supplement assumes that you have the D&D fifth edition core rulebooks (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual) as well as Volo’s
in module X9, The Savage Coast, which was set in the world of Mystara. Tortles, like most other adventurous races, can appear on any D&D world. In the Forgotten Realms, the peninsula of Chult and the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Snout of Omgar make good homes for them. This supplement assumes that you have the D&D fifth edition core rulebooks (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual) as well as Volo’s
in module X9, The Savage Coast, which was set in the world of Mystara. Tortles, like most other adventurous races, can appear on any D&D world. In the Forgotten Realms, the peninsula of Chult and the
Compendium
- Sources->Dungeons & Dragons->Unearthed Arcana
Character Origins August 18, 2022
In our first Unearthed Arcana document for the 2024 Core Rulebooks, we explore material designed for the next version of the Player’s Handbook. This playtest
document presents rules on character creation, including options for Races, Backgrounds, and Feats. You will also find a glossary of new or revised meanings for game terms.
Compendium
- Sources->Dungeons & Dragons->Unearthed Arcana
Character Origins August 18, 2022
In our first Unearthed Arcana document for the 2024 Core Rulebooks, we explore material designed for the next version of the Player’s Handbook. This playtest
document presents rules on character creation, including options for Races, Backgrounds, and Feats. You will also find a glossary of new or revised meanings for game terms.
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
smooth-skins is far greater.
Despite their alien outlook, some lizardfolk make an effort to understand and, in their own manner, befriend people of other races. Such lizardfolk make faithful and
plans, or cultivating other methods to progress beyond their simple existence as hunters and gatherers.
Hapless Soft Ones
At their core, lizardfolk view other humanoids with an indifference verging on
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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
. Some races also have subraces, such as mountain dwarf or wood elf, as well as the less widespread races of dragonborn, gnomes, half-elves, half-orcs, and tieflings. Chapter 2 provides more information
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
; Elminster
Bugbears feature in the nightmare tales of many races — great, hairy beasts that creep through the shadows as quiet as cats. If you walk alone in the woods, a bugbear will reach out
indolence offers no clue to how vicious the creatures are. Bugbears are capable of bouts of incredible ferocity, using their muscular bodies to exact swift and ruthless violence. At their core
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
. Some races also have subraces, such as mountain dwarf or wood elf. The Races section provides more information about these races.
The race you choose contributes to your character’s identity in an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
. Some races also have subraces, such as mountain dwarf or wood elf. The Races section provides more information about these races.
The race you choose contributes to your character’s identity in an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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
. Some races also have subraces, such as mountain dwarf or wood elf, as well as the less widespread races of dragonborn, gnomes, half-elves, half-orcs, and tieflings. Chapter 2 provides more information
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
attain. The record of that early age had already vanished into the mists of legend by the time humankind came onto the scene. Now, not even the giants know the full truth of their beginnings. All that
the giants and their kin know for certain is that they are sibling races. Humanoids such as elves, humans, and dwarves are more similar in size and shape than the disparate giant types are to one
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
races that don’t favor this method of marking time are aware of it, with the result that it is recognized across nearly all races, languages, and cultures. A year on Toril consists of 365 days. In the
name. For example, sages would record an event as occurring on “1 Mirtul” or “27 Uktar.” People might also refer to a given day by its relationship to the current date (“two tendays from today”) or the nearest holiday (“three days past Greengrass”).
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
races that don’t favor this method of marking time are aware of it, with the result that it is recognized across nearly all races, languages, and cultures. A year on Toril consists of 365 days. In the
name. For example, sages would record an event as occurring on “1 Mirtul” or “27 Uktar.” People might also refer to a given day by its relationship to the current date (“two tendays from today”) or the nearest holiday (“three days past Greengrass”).
Compendium
- Sources->Dungeons & Dragons->Unearthed Arcana
Bastions and Cantrips October 05, 2023
In this new Unearthed Arcana document for the 2024 Core Rulebooks, we explore material designed for the next version of the Dungeon Master’s Guide and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Running the Adventures To run each of these adventures, you need the fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. Spells and equipment mentioned in
the adventures are described in the Player’s Handbook. Magic items are detailed in the Dungeon Master’s Guide, and monsters appear in the Monster Manual. The table of contents summarizes the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Fighter Fighters are common in almost every guild, with Dimir as the notable exception. In a world where constant tension among the guilds often blooms into physical violence, fighters are the core
, Rakdos, Selesnya, Simic Eldritch Knight Azorius, Boros, Izzet, Rakdos *Appears in Xanathar’s Guide to Everything
Compendium
- Sources->Dungeons & Dragons->Unearthed Arcana
Bastions and Cantrips October 05, 2023
In this new Unearthed Arcana document for the 2024 Core Rulebooks, we explore material designed for the next version of the Dungeon Master’s Guide and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, religion, folklore, and other aspects of these races, as well as exploring the role of other core D&D races in the setting. Secrets of Sarlona (3.5E): This sourcebook explores the continent of Sarlona
Eberron Sourcebooks These resources are currently available as ebooks via the Dungeon Master’s Guild at: DMsGuild.com The Eberron Campaign Setting and Eberron Campaign Guide both provide an overview
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
attain. The record of that early age had already vanished into the mists of legend by the time humankind came onto the scene. Now, not even the giants know the full truth of their beginnings. All that
the giants and their kin know for certain is that they are sibling races. Humanoids such as elves, humans, and dwarves are more similar in size and shape than the disparate giant types are to one
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, religion, folklore, and other aspects of these races, as well as exploring the role of other core D&D races in the setting. Secrets of Sarlona (3.5E): This sourcebook explores the continent of Sarlona
Eberron Sourcebooks These resources are currently available as ebooks via the Dungeon Master’s Guild at: DMsGuild.com The Eberron Campaign Setting and Eberron Campaign Guide both provide an overview
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Running the Adventures To run each of these adventures, you need the fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. Spells and equipment mentioned in
the adventures are described in the Player’s Handbook. Magic items are detailed in the Dungeon Master’s Guide, and monsters appear in the Monster Manual. The table of contents summarizes the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Fighter Fighters are common in almost every guild, with Dimir as the notable exception. In a world where constant tension among the guilds often blooms into physical violence, fighters are the core
, Rakdos, Selesnya, Simic Eldritch Knight Azorius, Boros, Izzet, Rakdos *Appears in Xanathar’s Guide to Everything
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Using This Supplement To use this supplement, you need the fifth edition core rulebooks (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual). Text that appears in a box like this is meant
text tells you so; otherwise, you can find the stat block in the Monster Manual. Spells and equipment mentioned in this supplement are described in the Player’s Handbook. Magic items are described in the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Monster Manual contains stat blocks for
Handbook. Magic items are described in the Dungeon Master’s Guide or, in the case of new items, the encounters in which they are found.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Running the Adventures To run these adventures, you need the fifth edition core rulebooks (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual). Text that appears in a box like this is
tells you so; otherwise, you can find the stat block in the Monster Manual. Spells and equipment mentioned in the adventure are described in the Player’s Handbook. Magic items are described in the Dungeon Master’s Guide unless the adventure’s text directs you to an item’s description elsewhere.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. The Monster Manual contains stat blocks for
Handbook. Magic items are described in the Dungeon Master’s Guide or, in the case of new items, the encounters in which they are found.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Running the Adventures To run these adventures, you need the fifth edition core rulebooks (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual). Text that appears in a box like this is
tells you so; otherwise, you can find the stat block in the Monster Manual. Spells and equipment mentioned in the adventure are described in the Player’s Handbook. Magic items are described in the Dungeon Master’s Guide unless the adventure’s text directs you to an item’s description elsewhere.
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Running the Adventure To run the adventure, you need the fifth edition core rulebooks: the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. When a creature’s name appears in bold type
arrive at a location or under a specific circumstance, as described in the text.
Spells and equipment mentioned in this supplement are described in the Player’s Handbook. Magic items are described in the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Running the Adventures To run these adventures, you need the fifth edition core rulebooks: Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. Text that appears in a box like this is meant
creature’s stat block ready. You’ll need it.” If a stat block is new, the adventure’s text tells you where to find it. Spells and equipment mentioned in the adventures are described in the Player’s Handbook. Magic items are described in the Dungeon Master’s Guide.