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                        Returning 14 results for 'cultures waging rules'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     your own. All these worlds share characteristics, but each world is set apart by its own history and cultures, distinctive monsters and races, fantastic geography, ancient dungeons, and scheming
                                                
                                            
                                                
                                                     a central role in the Dragonlance setting. But theyâre all D&D worlds, and you can use the rules here to create a character and play in any one of them. Your DM might set the campaign on one of these
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     your own. All these worlds share characteristics, but each world is set apart by its own history and cultures, distinctive monsters and races, fantastic geography, ancient dungeons, and scheming
                                                
                                            
                                                
                                                     a central role in the Dragonlance setting. But theyâre all D&D worlds, and you can use the rules here to create a character and play in any one of them. Your DM might set the campaign on one of these
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     across the multiverse and contribute to many different cultures. Members of most species live for about 80 years, with exceptions noted in the text about the species in this chapter. Regardless of life
                                                
                                            
                                                
                                                     following parts. Creature Type. A characterâs species determines the characterâs creature type, which is described in the rules glossary. Every species in this chapter is Humanoid; playable non
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     closely tied to the distant land of Xenâdrik. The following optional rules are a way to explore this aspect of the setting. Optional Rule: Common Languages
 Common is the language of the Five Nations
                                                
                                            
                                                
                                                     regions or cultures. The DM may change the languages assigned to a monster or NPC to reflect this.
 Giant is the common tongue of Xenâdrik. It is rarely encountered on Khorvaire. Monsters in Khorvaire
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     across the multiverse and contribute to many different cultures. Members of most species live for about 80 years, with exceptions noted in the text about the species in this chapter. Regardless of life
                                                
                                            
                                                
                                                     following parts. Creature Type. A characterâs species determines the characterâs creature type, which is described in the rules glossary. Every species in this chapter is Humanoid; playable non
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     actions in the game donât change the nuts and bolts of the rules, but they make all the difference in the feel of a campaign. Similarly, a class doesnât need new rules to reflect a cultural influence; a
                                                
                                            
                                                
                                                     character works just fine in a game inspired by medieval Asian cultures. Wuxia Weapon Names Having players refer to a tetsubo or a katana rather than a greatclub or a longsword can enhance the flavor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     rules or once ruled, adventurers might find monuments built to honor great leaders, gods, and cultures. Use the Monuments table for inspiration, or randomly roll to determine what monument the adventurers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    " later in this chapter) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The DM has the ultimate say on whether a skill is
                                                
                                            
                                                
                                                     convincing lie, or wear a disguise convincingly. History Intelligence Recall lore about historical events, people, nations, and cultures. Insight Wisdom Discern a personâs mood and intentions. Intimidation
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    â later in this chapter) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The DM has the ultimate say on whether a skill is
                                                
                                            
                                                
                                                     convincing lie, or wear a disguise convincingly. History Intelligence Recall lore about historical events, people, nations, and cultures. Insight Wisdom Discern a personâs mood and intentions. Intimidation
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    . Poison, magic, or anything else that would directly interfere with beast or rider is strictly forbiddenâthough over the years weâve certainly seen imaginative attempts to stretch the rules!
 Dura
                                                
                                            
                                                
                                                     fellow named Carralag, and his supporters are quite passionate about their winged champion.
 As befits a metropolis that boasts people of all cultures, Sharn hosts a wide variety of sports and athletic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     different races or cultures. The bardic colleges might be closed to everyone except elves, dragonborn might be the only creatures capable of becoming sorcerers, and all warlocks in your world might be human
                                                
                                            
                                                
                                                     who specialize in that school are gnomes. Different human cultures produce warlocks with different pacts, and so on. Similarly, different cleric domains might reflect entirely separate religions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Human Names and Ethnicities  Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as
                                                
                                            
                                                
                                                    , Ramondo    VARIANT HUMAN TRAITS
 If your campaign uses the optional feat rules from chapter 6, your Dungeon Master might allow these variant traits, all of which replace the humanâs Ability Score
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     drow priestess is seated on the throne in the southern alcove (area 25b), listening to tedious reports of the battles waging against House Freth. 25a. Hall of the Dark Seldarine Any character who tries
                                                
                                            
                                                
                                                     hundreds of tiny, interlocking stone gears. The rules of this gate are as follows: Any creature that inspects the frame and succeeds on a DC 15 Wisdom (Perception) check sees that one of the gears has
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     history of shared traditions, recorded and retold to keep the knowledge fresh for new generations. When hobgoblins arenât waging war, they farm, they build, and they practice both martial and arcane arts
                                                
                                            
                                                
                                                     know the value of arcane magic in warfare. Where other cultures treat magic as an individual pursuit, a calling that only a select few can even attempt, hobgoblins practice mass indoctrination and
                                                
                                            
                                        






