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                        Returning 16 results for 'guides race'.
                    
                
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Scout Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. Scout
                                                
                                            
                                                
                                                    
 Medium humanoid (any race), any alignment
 Armor Class 13 (leather armor)
 Hit Points 16 (3d8 + 3)
 Speed 30 ft.
   STR
  11 (+0)
 
  DEX
  14 (+2)
 
  CON
  12 (+1)
 
  INT
  11 (+0
                                                
                                            
                                        
                                                    Shifter
                                                    
    
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                                                     Species
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they
                                                
                                            
                                                
                                                     body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Using This Book This book is a gateway to using Eberron as a setting for your D&D campaign. It guides players and the Dungeon Master through the process of creating characters and adventures set in
                                                
                                            
                                                
                                                     this world. This introduction presents an overview of the world: its history, its calendar, and the themes that drive it. Chapter 1 details how to create Eberron characters. It offers race options and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Attitude and Race Each shipâs 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 shipâs crew and passengers more
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens â both good and bad â and deciding how the tribe should react to them. As a race, orcs
                                                
                                            
                                                
                                                     through the same area later on. Mountain guides, druids, and rangers might be familiar with many of these symbols, enabling them to keep their charges from inadvertently stumbling into a tribeâs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     your point of entry into Ravnica as a setting for your D&D campaign. It guides you through the process of creating characters and adventures set here. Chapter 1 is all about building characters. It
                                                
                                            
                                                
                                                     offers new race and class options, reflecting the unique character of Ravnica as a Magic setting, and the creatures and characters seen on Magic cards. You can also use this material in any other D&D
                                                
                                            
                                        
                                                    Orc
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     react to them.
As a race, orcs have no noteworthy universal social traits, but some commonality does exist in the crude written communication that all orcs employ and in the way that they use
                                                
                                            
                                                
                                                    ,â or âgo this way.â A orc raiding party might leave such a sign in its wake, as an aid to other warriors that travel through the same area later on. Mountain guides, druids, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     your core belief system. Ideals might answer any of these questions: What are the principles that you will never betray? What would prompt you to make sacrifices? What drives you to act and guides
                                                
                                            
                                                
                                                     to your class, your background, your race, or some other aspect of your characterâs history or personality. You might also gain new bonds over the course of your adventures. Flaws Finally, choose a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     personality traits. Choose your characterâs alignment (the moral compass that guides his or her decisions) and ideals. The Personality and Background section also helps you identify the things your character
                                                
                                            
                                                
                                                     characterâs ability scores and race into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     adventurers cause problems in groups alongside others who donât share their interests and objectives. Generally, evil alignments are for villains and monsters.
  Languages Your race indicates the languages
                                                
                                            
                                                
                                                     sacrifices? What drives you to act and guides your goals and ambitions? What is the single most important thing you strive for?
 You can choose any ideals you like, but your characterâs alignment is a good
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     dwarf-like human can live so deep below ground for only so long. Almost all of its citizens, regardless of race, honor Moradin and the dwarven gods, making Mirabar a dwarven city in spirit and ethics
                                                
                                            
                                                
                                                     guides and âthe people who know the right peopleâ in human-dominated cities everywhere along the Sword Coast and in much of the Heartlands. Most adult Mierren have dealings with a variety of human
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     winning a dinosaur race, stopping a rampaging carnivore, or completing an expedition that made significant discoveries). The exception is Wakanga Oâtamu, who welcomes any adventurers traveling in the
                                                
                                            
                                                
                                                     guides.â This ritual takes 24 hours, during which Zitembe sees visions of âa jungle city far to the south, enclosed by cliffs and crawling with snakesâ and âa black obelisk draped in vines.â He dared
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     beholders have held the job). Most believe their leader is a member of a long-lived race, perhaps a dwarf or an elf. Some think the truth is more monstrous, and that the Xanathar is a drow or perhaps a
                                                
                                            
                                                
                                                    , such as a demon or a dragon, that guides its organization from the shadows. Most common folk dismiss these rumors and the fools who circulate them, asserting that the Lords of Waterdeep would never allow such creatures to roam the city.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     suggested characteristics (personality traits, ideals, bonds, and flaws). Each guild entry also provides personal contacts; suggestions for your alignment, race, and class; and a list of spells that you can
                                                
                                            
                                                
                                                    , from baking to cartography. University professors, guides, traders, and bartenders might be guildless. Criminal gangs set themselves up as rivals to the Orzhov, and even military forces operate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     represents a typical member of the rank and file, though weaponry and armor can vary.
  Soldier
 Medium humanoid (any race), any alignment
 Armor Class 18 (chain mail, shield)
 Hit Points 16 (3d8
                                                
                                            
                                                
                                                     up her privacy to deal with the increased crime and chaos on Ravnica.
 Isperia is devoted to her guildâs belief that law is the ultimate bulwark against chaos, and it is her steady hand that guides
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     her followers. Her adherents come from a wide range of occupations, including common thieves, laborers, guides, physicians, poets, and nearly any other profession. What they all share is a rebellious
                                                
                                            
                                                
                                                     unknown, as is Corellon, yet elves called âdarkâ exist in this world. These are elves whom others believe have betrayed their people, but to the eye, they bear none of the physical hallmarks of drow. I wonder if, with so mutable a race as elves, that state is permanent.
                                                
                                            
                                        






