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Returning 15 results for 'don inherit are bearing'.
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Tortle
Legacy
This doesn't reflect the latest rules and lore.
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Species
The Tortle Package
and its siblings inherit whatever tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the
set out on their own.
Beliefs
Tortles don’t have their own pantheon of gods, but they often worship the gods of other races. It’s not unusual for a tortle to hear stories or legends
Species
Van Richten’s Guide to Ravenloft
veins making it clear that they’ve been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured
?
4
A memory brings with it the voice of someone once close to you. How do they advise you?
5
You recall enjoying something that you can’t stand doing now. What is it? Why don’t
Species
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
, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don’t face such troubles when venturing
Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood
Backgrounds
Sword Coast Adventurer's Guide
wonderful and important person in the world.
2
The common folk love me for my kindness and generosity.
3
No one could doubt by looking at my regal bearing that I am a cut above the unwashed
masses.
4
I take great pains to always look my best and follow the latest fashions.
5
I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other
hidden that the surface-dwelling citizens in the area often don’t know what lies beneath them.
Because the kobolds make sure they stay out of the way of anyone more dangerous than themselves, grow
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
filters through the arrow slits around the castle. During the day, this provides dim light in most areas. At night, all areas are dark. Walls. Exterior walls and load-bearing interior walls are 5 feet
“Cover” in the Basic Rules). DISGUISED CHARACTERS
Rather than storm Cragmaw Castle with weapons in hand, clever characters might try to talk their way inside. For example, they might don the scarlet
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, and you can’t cast spells. Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your
: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses. Level 4
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, and you can’t cast spells. Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your
Strength represents primal power coursing through you, honing your agility, bearing, and senses. Level 4: Ability Score Improvement You gain the Ability Score Improvement feat (see “Feats”) or another
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. You can’t maintain Concentration, and you can’t cast spells. Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition
, bearing, and senses. Level 4: Ability Score Improvement You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. (This is included above.) Equipment Thunderous
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
footlockers tucked under the bunkbeds. The guards need 10 minutes to don their armor. If the prison is put on high alert, the guards take the time to put on their armor before making their way down to area
prisoners and cargo), and a silver cloak pin (25 gp) bearing the symbol of the Harpers, a tiny harp nestled between the horns of a crescent moon. Any character who searches the chest for secret compartments
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
rose red and bearing fire-stitched patterns decorate the chamber.
A red-skinned man paces in the middle of the room. This is the lair and study of a fire genasi named Bastian Thermandar (see chapter
arrive. Two must awaken, then stand and move to join any battle; they have AC 12, since they have no time to don armor. Reinforcements. If trouble takes the soldiers in this room unaware, sounds of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
belonged to Caerwyn and Porphura, but the denizens of the garden insisted that Juliana and Orlando inherit it. A secret doorway in the northwest corner opens onto a spiral staircase leading to area P10
fine clothes, two rapiers, two breastplates, a purse containing 30 gp and three diamonds worth 300 gp each, and a gold signet ring worth 50 gp bearing Orlando’s family crest. P7: Argus and Hamish’s
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
belongings in unlocked footlockers tucked under their bunk beds. The guards need 10 minutes to don their armor. If the prison is put on high alert, the guards take the time to put on their armor before
(money that’s used mainly to pay ship captains who drop off prisoners and cargo), and a silver cloak pin (25 gp) bearing the symbol of the Harpers: a tiny harp nestled between the horns of a crescent
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
belongings in unlocked footlockers tucked under their bunk beds. The guards need 10 minutes to don their armor. If the prison is put on high alert, the guards take the time to put on their armor before
(money that’s used mainly to pay ship captains who drop off prisoners and cargo), and a silver cloak pin (25 gp) bearing the symbol of the Harpers: a tiny harp nestled between the horns of a crescent






