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Returning 35 results for 'natural cities rules pdf'.
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natural cavities rules pdf
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Monsters
Quests from the Infinite Staircase
roll to use, potentially turning the failure into a success.Leprechauns are manifestations of the Feywild rules of hospitality and reciprocity. These rules infuse leprechauns with a deep connection to
ideas into vivid illusions.
A leprechaun’s adherence to Feywild rules affords it tremendous luck, but this fortune comes at a cost. These same magical strictures compel leprechauns to use their
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
", "rollType":"damage", "rollAction":"Ridicule", "rollDamageType":"psychic"} psychic damage to the attacker.High fae nobles regard themselves as the natural and obvious superiors of all in Eldraine. Many have
been given dominion over a small aspect of the natural world; there are dukes and duchesses for each of the seasons, and noble archivists track every promise made and broken within the borders of
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
inhuman, high fae are the oldest creatures in Eldraine, embodying the natural splendor and danger of the untamed wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless
operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be spoken (though misdirection and riddles are always welcome). To
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
other means of deception at their disposal.
High Fae
Ageless and inhuman, high fae are the oldest creatures in Eldraine, embodying the natural splendor and danger of the wilderness. High fae have no
regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, embodying the natural splendor and danger of the wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must
Magic Items
Icewind Dale: Rime of the Frostmaiden
Weave that can be harnessed for various purposes. For example, Netherese mages used mythallars to keep their cities aloft and empower their magic items. The bigger the mythallar, the more magic it can
rest within 30 feet of it, meditating on the mythallar. Up to eight creatures can be attuned to it at one time; otherwise, the Ythryn mythallar follows the attunement rules in the Dungeon Master&rsquo
Monsters
Fizban's Treasury of Dragons
without the boredom. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers
for the time of day.
Crystal Profusion. Plentiful quartz crystals form in natural stone within 6 miles of the lair, particularly in places where natural light can shine on the crystals.
Icy Sight. Ice
Monsters
Fizban's Treasury of Dragons
is learning, but without the boredom. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks
to those approaching the lair, and visibility is the best possible for the time of day.
Crystal Profusion. Plentiful quartz crystals form in natural stone within 6 miles of the lair, particularly in
Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into
which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places
Folk Hero
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
randomly determine a defining event that marked you as a hero of the people.
d10
Defining Event
1
I stood up to a tyrant’s agents.
2
I saved people during a natural
.
d6
Flaw
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of
Backgrounds
Ghosts of Saltmarsh
organization, or might run a small smuggling vessel of their own. Smugglers live the lies they have told, and they have a natural ability to recall all the falsehoods and half-truths they have ever spouted
’s Code. I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful)
3
All for a Coin. I’ll do nearly anything if it
Species
Spelljammer: Adventures in Space
crowds. They're also natural swimmers.
Most giff believe they originated on one world, but their home world is now the stuff of legend, because no living giff has seen it or knows where it is. The
character is a member of the human race or one of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation
Species
Spelljammer: Adventures in Space
Hadozees’ progenitors were mammals no bigger than house cats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to
branch.
Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world and explore other worlds.
In addition to being natural climbers, hadozees have feet
Species
Mordenkainen Presents: Monsters of the Multiverse
have lived on the worlds of the Material Plane since the worlds’ creation. Gifted by the gods with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can
its natural wonders.
Lizardfolk have colorful scales and exhibit a wide array of scale patterns. Their individual facial features are as varied as those of lizards.
Creating Your Character
At 1st
Species
Mordenkainen Presents: Monsters of the Multiverse
’t have a unified story of how they were created, but they all have a sense of being mystically connected to the natural world. Carrying their shelter on their backs gives tortles a special
select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and
Species
Spelljammer: Adventures in Space
Thri-kreen have insectile features and two pairs of arms. Their bodies are encased in protective chitin. They can alter the coloration of this carapace to blend in with their natural surroundings
member of the human race or one of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.
Ability
Species
Mordenkainen Presents: Monsters of the Multiverse
Centaurs gallop throughout the multiverse and trace their origins to many different realms. The centaurs presented here hail from the Feywild and mystically resonate with the natural world. From the
character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mordenkainen Presents: Monsters of the Multiverse
and tenacity that can’t be matched, and the god equipped his children to be able to live above or below ground.
On some worlds, such as Eberron, orcs were among the first defenders of the natural
additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase
Backgrounds
Sword Coast Adventurer's Guide
Emerald Enclave: Maintaining balance in the natural order and combating the forces that threaten that balance is the twofold goal of the Emerald Enclave. Those who serve the faction are masters
nature.
The Lords’ Alliance: On one level, the agents of the Lords’ Alliance are representatives of the cities and other governments that constitute the alliance. But, as a faction
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
themselves. Towns and cities are the seats of the nobles who govern the surrounding area, and who carry the responsibility for defending the villages from attack. Occasionally, a local lord or lady
lives in a keep or fortress with no nearby town or city. Village Population: Up to about 1,000 Government: A noble (usually not a resident) rules the village, with an appointed agent (a reeve) in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
surface world. Subterranean rivers, fungus fields, deep gorges, underground cities, yawning chasms — the adventurers will have to deal with all these features and more. Much of the party’s travel
through the Underdark is handled abstractly, using the rules and advice in chapter 8, “Adventuring,” of the Player’s Handbook. The following specific guidelines apply to travel in the Underdark during this adventure.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
family died of the plague. Mademoiselle Jacqueline Renier, the nation’s most prestigious aristocrat, rules as temporary warden. When the plague swells to epidemic proportions, the state police, the
Casques Silencieux, enacts martial law and quarantines whole cities. The government organizes no food or medical aid for quarantined communities, leaving residents to contend as best they can. Richemulot’s
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Faerûn’s western shore—the Sword Coast. A thin strip of civilization stretches down this coast, where widely spaced cities are arranged like beads on a string. Roads loosely connect the cities that
between Baldur’s Gate and Neverwinter. Adventure Supplements. You can play this adventure with just the Dungeons & Dragons basic rules and the Tyranny of Dragons appendix online, which contains all the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Faerûn’s western shore—the Sword Coast. A thin strip of civilization stretches down this coast, where widely spaced cities are arranged like beads on a string. Roads loosely connect the cities that
between Baldur’s Gate and Neverwinter. Adventure Supplements. You can play this adventure with just the Dungeons & Dragons basic rules and the Tyranny of Dragons appendix online, which contains all the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Faerûn’s western shore—the Sword Coast. A thin strip of civilization stretches down this coast, where widely spaced cities are arranged like beads on a string. Roads loosely connect the cities that
between Baldur’s Gate and Neverwinter. Adventure Supplements. You can play this adventure with just the Dungeons & Dragons basic rules and the Tyranny of Dragons appendix online, which contains all the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the city it rules has a hand in almost every business deal across the region. The Mastermind archetype is the perfect way to represent an ambitious member of Greyhawk’s thieves’ guild. Willing to take
economic power. Rakes and bravos are common throughout the cities of the Flanaess. A Swashbuckler can thus originate from almost any city, but among the Rhennee in particular, Swashbucklers are common. As travelers along waterways, they have learned that a quick, mobile approach to combat works best.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
surround Lamordia’s smog- and machinery-filled cities. Unpredictable blizzards plague the long winters, and the chill summers last only a few weeks. Those who brave the wilds must contend with
starving predators, from wolf packs and giant owls to isolated Humanoid clans struggling to subsist outside the domain’s iron-walled cities. The cruel environment and populace threatened by starvation make
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Children of Winter The Children of Winter believe that death and decay are vital aspects of the natural cycle of life. They believe that if the cycle falls out of balance, it will trigger a
devastating cataclysm as the world resets this balance. They battle undead, but they also engage in actions that cull the weak. Extremists have been known to spread plagues in cities. The Children of Winter
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bargain between the archdevil Zariel, who rules Avernus, and the treacherous High Overseer of Elturel, Thavius Kreeg. Zariel is capturing cities and using their citizens as fodder in the ongoing
conflict between demons and devils known as the Blood War. Next on Zariel’s list of cities is Elturel’s neighbor, Baldur’s Gate. The characters can be the heroes who descend into Avernus, save Elturel
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Talenta Plains Capital: Gatherhold Hallmarks: Dinosaurs, halflings, livestock The halflings of the Talenta Plains have no cities and no industrialized magic, but they do have dinosaurs. The halflings
raging halfling barbarian riding a furious clawfoot raptor. Talenta religion reveres spirits, both departed ancestors and natural spirits. Each tribe has a lath—a chieftain who guides the tribe—and
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Ephara’s Champions The god of the polis seeks out those who would defend their cities with the same devotion that she does, fighting against threats both within and outside a city’s walls. The
cities, and a campaign centered on her champions and goals might focus on just one of these aspects over the course of the campaign. A game focused on establishment might see the characters founding a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
summers and fierce, bitter winters. Beacons of civilization hug the Sword Coast and dot the fertile river valleys, yet despite the abundant natural resources and scenic beauty, survival is a day-to-day
the Savage Frontier lie the ruins and dungeons of these and other “forgotten realms.” Cities such as Waterdeep, Mirabar, and Neverwinter would like to claim this wealth and knowledge for themselves
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
fey creatures. Bards and archfey warlocks are often found among the Greensingers, and the Circles of Dreams works well for Greensinger druids. The Gatekeepers protect the natural world from unnatural
of the natural world and fight anything that threatens it. Many of them consider arcane and even divine magic to be such a threat. Ashbound sometimes attack the holdings of dragonmarked houses and seek
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
champions of the natural world. We defend it from anything and anyone who threatens it. We, the Children of Winter, preserve the natural cycle of life and death. Disease and decay cull the weak and
strengthen the whole. We must destroy undead and ensure that the cycle continues. We, the Gatekeepers, protect the natural world from the forces that come from outside it, from those beings that slither in
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
to flourish in Brelish cities and churches. The Sovereign Host is the dominant religion of Breland, but in general the Brelish aren’t as devout as their cousins in other nations. King Boranel ir’Wynarn
of Breland rules in conjunction with an elected parliament. Boranel is a popular leader celebrated for his exploits during the Last War. But his children have yet to prove themselves, and there is a growing movement that advocates abandoning royal rule when Boranel passes.






