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                        Returning 35 results for 'nobles culture race pdf'.
                    
                
                        
                            
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                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Changelings are a humanoid race of shapechangers who conceal
                                                
                                            
                                                
                                                     their true identities behind false faces. Their gifts of mimicry allow them to appear as members of any humanoid culture, playing the part of a dwarf one day and a dragonborn the next. Although
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     that image until the strangers can be disarmed and taken prisoner.
In their seemingly idyllic hideaways, the yakfolk rule with iron fists, and for all their learning and culture, they are enormously
                                                
                                            
                                                
                                                     communal creches once they are weaned, never to recognize them again. Yakfolk feel no loyalty to their familiesâonly to their god and race.
Skin Crawlers. A yakfolkâs most frightening
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     culture, they are enormously evil overlords. Yakfolk care for their hapless prisoners only to the extent that a live one is more useful than a dead one, and putting a prisoner to work is easier than
                                                
                                            
                                                
                                                     parents pack children off to communal creches once they are weaned, never to recognize them again. Yakfolk feel no loyalty to their familiesâonly to their god and race.
Skin Crawlers. A yakfolk
                                                
                                            
                                        
                                                    Yuan-ti Malison (Type 3)
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought.
Yuan-ti culture was among the richest in the mortal
                                                
                                            
                                                
                                                     their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered
                                                
                                            
                                        
                                                     Backgrounds
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs. Choose a race whose culture
                                                
                                            
                                                
                                                     youâve adopted, or roll on the Adopted Culture table.
Adopted Culture
d8
Culture
 
d8
Culture
1
Aarakocra
 
5
Halfling
2
Dwarf
 
6
Human
3
                                                
                                            
                                        
                                                    Human
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves
                                                
                                            
                                                
                                                     seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people
                                                
                                            
                                        
                                                    Gray Dwarf (Duergar)
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     bald heads, with the males growing long, unkempt, gray beards.
Duergar value toil above all else. Showing emotions other than grim determination or wrath is frowned on in their culture, but they can
                                                
                                            
                                                
                                                     artistic value.
Few duergar become adventurers, fewer still on the surface world, because they are a hidebound and suspicious race. Those who leave their subterranean cities are usually exiles. Check
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     of those who emigrate from Evermeet are either exiles, forced out for committing some infraction of elven law, or emissaries who come to Faerûn for a purpose that benefits elven culture or
                                                
                                            
                                                
                                                     about Mulhorand is alien to someone from the Sword Coast. You likely experienced the same sort of culture shock when you left your desert home and traveled to the unfamiliar climes of northern FaerĂ»
                                                
                                            
                                        
                                                    Yuan-ti Pureblood
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     body, thought, and emotion. Freed from the limitations of their human bodies, the yuan-ti used their new abilities to conquer new lands and expand their borders.
One Race, Many Forms
The bodies of all
                                                
                                            
                                                
                                                     cluster of allied city-states. Conquered neighbors were allowed to keep their leaders and culture so long as they paid tribute, swore allegiance to the victors, and incorporated their conquerors
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs. Choose a race whose culture
                                                
                                            
                                                
                                                     youâve adopted, or roll on the Adopted Culture table.  Adopted Culture   d8 Culture   1 Aarakocra 2 Dwarf 3 Elf 4 Goblin 5 Halfling 6 Human 7 Lizardfolk 8 Orc
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                    Creating a New Race or Subrace (pg. 285) The third bullet has been removed. In the fifth bullet, âthe raceâs history and cultureâ is now âthe raceâs history.â
                                                
                                            
                                        
                                                    Triton
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     remote even merfolk and sea elves rarely encounter them.
Haughty Nobles
As a result of their isolation and limited understanding of the Material Plane, tritons can come across as haughty and
                                                
                                            
                                                
                                                     variety of social institutions, kingdoms, and other customs bewildering. For all their proud culture, they remain innocent of the surface world. The typical triton protectorate is tightly regimented
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     their attempt to enslave that mystical race when the azersâ work was done. Turning instead to strike against salamanders, the efreet conquered and enslaved them, then sent them out to unleash war and
                                                
                                            
                                                
                                                     destruction across the planes. Salamanders despise the azers, believing that if the efreet had succeeded in dominating that race of elemental crafters, the salamanders would still be free. The efreet use
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    Levkarest Borcaâs capital stands at the pinnacle of culture and power. Unpopular members of the noble families squabble in the halls of the Peopleâs Parliament, the landâs ineffective seat of
                                                
                                            
                                                
                                                     glamor only from afar, or when nobles exploit street-level fads. Beyond the noblesâ elaborate rivalries, another force moves in Levkarest. At the Great Cathedral, pious commoners and aristocrats alike beg
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     raceâs culture? Are other folk free of such divine ties and free to worship as they wish? Has a race turned against the god that created it? Has a new race appeared, created by a god within the past few
                                                
                                            
                                                
                                                     culture might have its own array of gods. In most D&D settings, there is no single god that can claim to have created humanity. Thus, the human proclivity for building institutions extends to religion
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     language granted by your race for a different standard language. Your DM must approve the language you select. This is a way to reflect a character with no ties to the culture of their race. Halfling is
                                                
                                            
                                                
                                                    Languages in Eberron In Eberron, languages are tied to culture and geography as opposed to biology. A dwarf raised in Breland might not actually know Dwarvish, while the language of the giants is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     a collection of special feats that allow you to explore your characterâs race further. These feats are each associated with a race from the Playerâs Handbook, as summarized in the Racial Feats table
                                                
                                            
                                                
                                                    . A racial feat represents either a deepening connection to your raceâs culture or a physical transformation that brings you closer to an aspect of your raceâs lineage. The cause of a particular
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your characterâs race grants particular racial traits, such as special senses, proficiency
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Guard Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. Guard
 Medium humanoid (any race), any alignment
 Armor Class 16
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     the city-states. Most of these individuals live as outcasts and wanderers, though a rare few find new homes with another race or culture. Drow have the racial traits of dark elves in the Playerâs
                                                
                                            
                                                
                                                     SyâTelâQuessir are considered by many elves to be the most strange of their race, having abandoned or lost much of their ancient culture.
  Espruar, The Letters and Numerals of Elvish
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     about these races. The race you choose contributes to your characterâs identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     Species
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world
                                                
                                            
                                                
                                                     steeped in a culture, the verdan remain on the lookout for oppression and curtailment of freedoms. They understand the need for laws that protect, but they rail against laws that restrict and oppress
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     character race in the Playerâs Handbook or a real-world ethnic or language group, with a focus on groups from antiquity and the Middle Ages. You can select from the possibilities here, or use dice to
                                                
                                            
                                                
                                                     determine a name. Even though names are associated with races in this appendix, a character might not have a name from their own race. For instance, a half-orc might have grown up among dwarves and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     â even other elves â are subordinate to them in skill, significance, and sophistication. They claim the title of âhigh elvesâ with pride, and indeed their race is responsible for great, and sometimes
                                                
                                            
                                                
                                                     diminished representatives of elven culture. Some sun elves reject this way of thinking, but it is common enough that when most folk of Faerûn see a sun elf, they see arrogance personified. Their haughty
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     institute for mystical study in Khorvaire, and magic is deeply ingrained in Aundairian culture. The nation produces more magewrights and wandslingers than any other in Khorvaire. From the nobles lounging in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     belongings strapped to their backs. Even when they are happily steeped in a culture, the verdan remain on the lookout for oppression and curtailment of freedoms. They understand the need for laws that
                                                
                                            
                                                
                                                     speak out against cultural restraints on individuals, particularly those based on physical characteristics such as gender, race, or appearance.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Spy Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal
                                                
                                            
                                                
                                                     spies would rather die than divulge information that could compromise them or their employers. Spy
 Medium humanoid (any race), any alignment
 Armor Class 12
 Hit Points 27 (6d8)
 Speed 30 ft
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     far from our cities. 7 I am interested in modern human culture, even as primitive as it is. 8 I await the day when we again conquer lands by force, as we did in the old times.  Yuan-ti Ideals  d6 Ideal
                                                
                                            
                                                
                                                     above those of our race. (Any) 4 Kinship. My allegiance is to my caste and my city. Other settlements can burn for all I care. (Any) 5 Inspiration. My actions set an example for the lesser castes to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    Champion Champions are mighty warriors who honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and
                                                
                                            
                                                
                                                     their presence is courted as a sign of status among rulers. Champion
 Medium humanoid (any race), any alignment
 Armor Class 18 (plate)
 Hit Points 143 (22d8 + 44)
 Speed 30 ft.
   STR
  20 (+5
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     or in crowded cities. Most either avoid entanglements with powerful but fickle nobles or desperately court their favor. Culture and prestige in Borca reach their height in the fabulous city of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     nobles, traders, pirates, and assassins. An army of mercenary soldiers called the Flaming Fist keeps order in the city, and these soldiers answer to Grand Duke Ulder Ravengard. The members of the
                                                
                                            
                                                
                                                     of faith, order, and high culture. The two cities have endured a long, bitter rivalry that originated when Baldurâs Gate began stealing cargo and coin from ships heading to and from Elturel, stifling
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Noble Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the
                                                
                                            
                                                
                                                     company of guards, as well as servants who are commoners. The nobleâs statistics can also be used to represent courtiers who arenât of noble birth. Noble
 Medium humanoid (any race), any alignment
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Champion Champions are mighty warriors who honed their fighting skills in gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their
                                                
                                            
                                                
                                                     presence is courted as a sign of status among rulers. Champion
 Medium humanoid (any race), any alignment
 Armor Class 18 (plate)
 Hit Points 143 (22d8 + 44)
 Speed 30 ft.
   STR
 20(+5)
 
  DEX
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     doesnât have any law that forbids carrying weapons or armor. Instead, it has a culture of civility that makes such behavior unnecessary. Dueling has long been illegal in Waterdeep, as has any sort of act
                                                
                                            
                                                
                                                     explain why Waterdavians prefer to carry knives and knuckledusters for self-defense. Businesses and individuals do employ armed guards, but except for nobles or foreign envoys, few people travel about
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    , this day is especially important for Cyran survivors. It is a time when Cyrans come together to remember their lost kingdom. Some tell stories or sing traditional songs, ensuring their culture isnât
                                                
                                            
                                                
                                                     these three nights. Wise people spend these nights indoors with friends, but those who celebrate the darkness may take to the streets to prey on the weak and foolish. The Race of Eight Winds (23 Lharvion
                                                
                                            
                                        






