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Returning 35 results for 'noted century rather pdf'.
Monsters
Vecna: Eve of Ruin
in her true form. She helped create Silverymoon’s famous Moonbridge and cofounded the Lady’s College, the first school in Faerûn for mages as students rather than as apprentices in
service.
Alustriel stepped down as Silverymoon’s high mage more than a century ago. Her son, Methrammar Aerasumé, now leads the city and works to uphold his mother’s legacy
monsters
Skilled at Crafting …
1
Exceptionally comfortable bedding.
2
Furniture made of wood and canvas.
3
Poisons that are soporific rather than lethal.
4
Poultices and unguents
humanoid-spider hybrid form, or back into its true spider form. Its game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn’t transformed.
Species
Spelljammer: Adventures in Space
about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description
Species
Spelljammer: Adventures in Space
noteworthy exception because of its Healing Machine trait.)
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet
a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description of the race in question.
Height and Weight
Player
Species
Spelljammer: Adventures in Space
autognome is a noteworthy exception because of its Healing Machine trait.)
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn
’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description of the race in question.
Height and Weight
Species
Spelljammer: Adventures in Space
century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description of the race
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
Variety in All Things
Humans are the most
, humans champion causes rather than territories or groups.
Human Names and Ethnicities
Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
official D&D source, such as a book or a PDF, to create a character. This restriction ensures that players don’t need to own a lot of books to make a character and makes it easier for DMs to know how all
the characters in the campaign work. Since a DM in a shared campaign must deal with a broad range of characters, rather than the same characters each week, it can be difficult to track all the
Species
Spelljammer: Adventures in Space
exception because of its Healing Machine trait.)
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end
on an adventure. Members of some races, such as dwarves and elves, can live for centuries—a fact noted in the description of the race in question.
Height and Weight
Player characters
Species
Spelljammer: Adventures in Space
life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves
, can live for centuries—a fact noted in the description of the race in question.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
DideriusView Player Version Ceilings. The tomb’s ceilings are 10 feet high unless otherwise noted. Light. Unless specified otherwise, there is no light inside the tomb. Regional Effects. When Diderius died
, those who honored him in life transformed him into a special mummy lord whose magic pervades his tomb. Since Diderius is neutral rather than evil, the area lacks the evil magic common to other mummy
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
characters are 7th, 8th, or 9th level, remove creatures as noted in the Creatures to Remove table. Additionally, have the marid in area C10 surrender if reduced to fewer than 150 hit points (rather than 100
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Dangwaru (The Typhoon Palace) The Typhoon Palace (see map 3) has stood for almost a century. If the characters are of 3rd level or lower, they will need to rest and recuperate between palace
built, but the tortles of the island know the following bits of lore about Dangwaru and its original inhabitants: Almost a century ago, a storm caused a ship to crash near High Horn. After pulling
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
are 10 feet high unless otherwise noted. Light. Unless specified otherwise, there is no light inside the tomb. Regional Effects. When Diderius died, those who honored him in life transformed him into
a special mummy lord whose magic pervades his tomb. Since Diderius is neutral rather than evil, the area lacks the evil magic common to other mummy-lord tombs. A few chambers of the tomb have the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
characters from level 1 to 4 might include fourteen items rather than eleven, in the expectation that three items won’t be found. Magic Items Awarded by Level Character Level (Tier of Play) Common Items
Uncommon Items Rare Items Very Rare Items Legendary Items All Items 1–4 (tier 1) 6 4 1 0 0 11 5–10 (tier 2) 10 17 6 1 0 34 11–16 (tier 3) 3 7 11 7 2 30 17–20 (tier 4) 0 0 5 11 9 25 Total 19 28 23 19 11 100 Justyna Gil Downloadable PDF
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Mror Holds Capital: Krona Peak Noted for Dwarves, banking, mining (precious and nonprecious metals), metalwork Long ago, the Mror Lords were forced to swear fealty to Karrnath and Galifar. In the
early days of the Last War, they declared their independence and the sovereignty of the Mror Holds. That declaration was less than a century ago and that makes it fresh in the mind of many dwarves
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
rather a sequence of locations that the characters must visit in order. If the characters wander off these paths, use optional encounters to pull them back (see “Other Locations,” and “Roaming
Encounter: Smiler the Defiler”). Each encounter location tied to a path has a recommended character level, as noted in diagram 3.2 or diagram 3.3. If your group’s average character level is lower than the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the threat. The drow prefer to take captives or render enemies unconscious rather than kill them. Captives are thrown in the brig (area J15) until Jarlaxle decides what to do with them, and their
gear is stowed in the armory (area J16). Ceilings Cabins, holds, and passageways have 8-foot-high ceilings with 6-foot-high doorways connecting them. Doors Unless otherwise noted, doors are made of wood
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
.) Life Span The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as
dwarves and elves, can live for centuries—a fact noted in the description of the race in question. Height and Weight Player characters, regardless of race, typically fall into the same ranges of height
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
resemble tiles. Because the monks encourage inhabitants to focus on inner peace rather than outer beauty, the monastery’s construction is simple and its interior decoration sparse. Other features are
described below unless otherwise noted. Caves Natural caves vary in height and water depth; see their descriptions (M2–M3, M32–M34, and M37–M39) for more information. In flooded caves, the murky water
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
debris. The following features are common to the keep. Any exceptions are noted in areas to which they apply. Arrow Slits. In the castle walls, arrow slits are 9 feet above the ground level, 8 inches wide
. He leads bandits, who work for money rather than ideology, and water cultists. Only some of the commoner servants lack loyalty to Grimjaw and the cult. Doors. Interior doors are made of wood. It
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
cantrips in strength), and 6th-order powers are the strongest. If a stat block feature should be considered a power, its order is noted in parentheses. No Components Powers don’t have material, somatic
concentration, this is noted in parentheses. Manifesting Multiple Powers Unlike player characters, if a creature’s stat block allows them to manifest a power as a bonus action, they can still manifest
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Landro Features The following features are common to all areas of Landro unless otherwise noted. Antigravity Magic The piece of the Rod of Seven Parts linked to the graymatter engine creates special
descriptions for details. In areas L1–area L4 of the cave network, the ceilings are 15 feet high unless otherwise noted. Graymatter Fluid A steady stream of thin, oily liquid leaks from the graymatter
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Zilargo Capital: Korranberg Noted for Gnomes, alchemy, education, elemental binding, entertainment, precious stones Zilargo is the homeland of the gnomes, and at first glance it appears to be a
gnome charlatan to connive another gnome out of a jewel mine—as long as this is accomplished through cunning, negotiation, or deception rather than violence or outright theft, and as long as the mine
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the structure collapses completely. Ceilings. Ceilings are 15 feet high unless noted otherwise. Doors. Interior doors are made of wood reinforced with iron bands. They have neither locks nor keyholes
“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->Flee, Mortals! Rule Primer
command the companion to take a different action, including any of the actions noted in the companion’s stat block. A companion must be able to see or hear their caregiver to receive a command. A companion
crawl. If every player wants to get in on the companion action, it’s simpler for the characters to take turns as a creature’s caregiver, rather than running around adventuring with a menagerie.
For
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ideal, and a flaw), and a stat block. When the giant attack begins, give one NPC to each player and tell the player where the NPC is at the start of the encounter, as noted in the encounter description
encourage players to roleplay these traits accurately, players can portray the NPCs as they choose. Rather than have each player roll initiative for a special NPC, assume that the NPC acts on the same
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Adulthood The Drawing of the Veil marks an elf’s passage into adulthood, which typically occurs at the end of the first century of life. Losing access to one’s primal memories can be a traumatic
.
Many elves, especially the younger ones, view the existence of half-elves as a sign of hope rather than as a threat — an example of how elf souls can experience the world in new ways, not bound to a single physical form or a particular philosophy.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Many of the cults devoted to these lesser gods are unique to a particular city, and followers of the three main yuan-ti deities usually consider these religious practices quaint rather than
worshipers of Dendar are led by nightmare speakers, malison warlocks that honor their deity through acts of terror and receive magical power in return. Rather than killing enemies, these followers of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
copper dragon working through various intermediaries.
5 An adult copper dragon wants griffons nesting near the dragon’s lair gone but hopes to have the griffons—and their eggs—relocated rather than
animals. A group of druids wants the wyrmling captured and relocated, rather than killed.
4 A ruined manor house being reclaimed by a newly titled noble is the lair of a copper dragon wyrmling
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
significant edge in a fight, it also saddles them with a critical tactical challenge. Sahuagin affected by Blood Frenzy are at best reluctant to disengage from combat. Rather than withdraw in the
proper, 30 feet high over the area at the top of the steps). All walls separating adjacent areas are 3 feet thick. Unless otherwise noted, construction consists of plain dressed stone. Doors All doors
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
take characters from level 1 to 4 might include fourteen items rather than eleven, in the expectation that three items won’t be found. Magic Items Awarded by Level Character Level (Tier of Play
28 23 19 11 100 Justyna Gil Downloadable PDF Magic Item Tracker You can use the Magic Item Tracker sheet to track how many magic items the characters have acquired. Each time the characters get a
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Sheila Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill
you these benefits. Climber. You gain a Climb Speed equal to your Speed. Jumper. You can determine your jump distance using your Dexterity rather than your Strength. Level 3: Steady Aim As a Bonus
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Twelve Rather than working for one single house, your group could work for an organization that serves them all: the Twelve. This is a good option if you want to be involved in the intrigue among
functionally similar to a dragonmarked house. Rather than advancing one house’s interests, though, the Twelve seeks to advance magical developments that have practical value to society as well as potential for
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, but given the extent of the losses against the orcs, it would be little surprise if their newer recruits were more smiths than warriors, serving their realm out of a sense of duty rather than a desire
for battle. I served in the Guard for a century, but I’ve yet to test the newcomers to see just what they’re made of. If you are fortunate enough to be granted entry to Adbar, be wary of walking






