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Returning 35 results for 'noted choose renewal pdf'.
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noted choose reveal pdf
Monsters
Waterdeep: Dungeon of the Mad Mage
can choose to succeed instead.
Misty Escape. When she drops to 0 hit points outside her resting place, Keresta transforms into a cloud of mist (as in the Shapechanger trait) instead of falling
(god of birth and renewal) in Waterdeep. She also has her sights set on destroying the House of the Moon — Waterdeep's temple of Selûne, whom she blames for the destruction of Vanrak Moonstar.A Vampire's
Monsters
The Book of Many Things
Legendary Resistance (3/Day). If Euryale fails a saving throw, she can choose to succeed instead.
Special Equipment. Euryale carries one half of a pair of Sending Stones; the other half of the pair
statistics are the same in each form except where noted in this stat block. Any equipment she is wearing or carrying isn’t transformed. Euryale reverts to her medusa form if she dies.
Petrifying
monsters
their foes long enough to skitter to safety.
Roll or choose a result from the Aranea Crafts table as inspiration for an aranea’s crafting talent.
Aranea Crafts
1d6
The Aranea Is
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.
monsters
choose to succeed instead.
Magic Resistance. The beast has Advantage on saving throw;saving throws against spells and other magical effects.
Regeneration. The beast regains 20 Hit Points at the
ferocity.Recuperative Shape-Shift. The beast Shape-Shifting;shape-shifts into its land form, sea form, or sky form and regains 9 (2d8) Hit Points. Its game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn’t transformed.
monsters
along well with dryads and other creatures devoted to protecting the wilderness.
Roll or choose a result from the Swanmay’s Charge table as inspiration for what a swanmay protects.
Swanmay
-Shifting;shape-shifts into a Small swan, or it returns to its true humanoid 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
the passage of time. Some are prone to melancholy, while others might display an absence of feeling. Many look for creative ways to occupy themselves. Whether they choose to live in quiet
that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Appendix D: Premade Characters If a player doesn’t have a level-appropriate character to play, have them choose one from this section. The Premade Characters table summarizes the characters, all of
whom are 9th level. Give players who choose from these options time to read over their character sheets before starting the adventure. Premade Characters Name Species Class Cathartic Human Cleric
Species
Spelljammer: Adventures in Space
speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The
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
other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from
’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
, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free
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
Species
Van Richten’s Guide to Ravenloft
sustenance from the living. Roll on or choose an option from the Dhampir Hungers table to determine what tempts your character to feed.
Dhampir Hungers
d6
Hunger
1
Blood
2
Flesh
transformation into an immortal.
6
You are a diminished form of an otherworldly being. Slaking your hunger hastens your renewal.
7
One of your parents was a vampire.
8
A radical experiment
Species
Spelljammer: Adventures in Space
autognome might have an actual beating heart in its chest cavity, while another might be powered by stardust or intricate clockwork gears.
Roll on the Autognome History table or choose an entry that
your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular
Species
Spelljammer: Adventures in Space
Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.
Creature Type
Every creature in D&D, including
, 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
Backgrounds
Sword Coast Adventurer's Guide
Reghed Glacier in the far North near Icewind Dale. You might also be of the nomadic Rashemi, noted for their savage berserkers and their masked witches. Perhaps you hail from one of the wood elf tribes
formidable adventurer.
See the “Uthgardt Lands” section of chapter 2 for details on each tribe’s territory and its activities that will help you choose your affiliation.
Skill
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to send the group on a mission to destroy the Spires of the Morning, the temple of Lathander (god of birth and renewal) in Waterdeep. She also has her sights set on destroying the House of the Moon
to bear on it but reappears when the light passes. A permanent fog hangs in some areas regardless of light, as noted in the descriptions of those areas. Rats and bats are plentiful. In areas where
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Divine Domain Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides
examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Divine Domain Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. Each domain is detailed at the end of the class description, and each one provides
examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Premade Characters To get started, have each player choose one character to play. Dwarf Cleric Shawn Wood You trained as a soldier on the island of Mintarn and joined a mercenary company. You
a champion of justice. Someone at the cloister may hold the key to the impending doom your deity wishes you to avert. View Character Sheet Downloadable PDF Elf Fighter Shawn Wood Your parents lived
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Parts of a Feat The description of a feat contains the following parts, which are presented after the feat’s name. Category. A feat is a member of a category, which is noted in the feat. If you’re
instructed to choose a feat from a specific category, such as the Origin category, that category must appear under the feat’s name. If you’re instructed to choose a feat and no category is specified
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ceiling is as high as the tunnel is wide, unless otherwise noted. Most tunnels in Undermountain are arched and have no visible structural supports. Exceptions are called out in the text. Doors and
material as the surface in which they’re set (usually stone) and require a successful DC 20 Wisdom (Perception) check to locate, unless noted otherwise. When they are closed, most doors and secret doors
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Character Species When you choose your character’s species, you determine whether your character is a human or a member of a fantastical species, such as dragonborn or gnome. The peoples of the D&D
across the multiverse and contribute to many different cultures. Members of most species live for about 80 years, with exceptions noted in the text about the species in this chapter. Regardless of life
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Character Species When you choose your character’s species, you determine whether your character is a human or a member of a fantastical species, such as dragonborn or gnome. The peoples of the D&D
across the multiverse and contribute to many different cultures. Members of most species live for about 80 years, with exceptions noted in the text about the species in this chapter. Regardless of life
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Golgari Swarm and the Selesnya Conclave Citizens of Ravnica aren’t born into guilds. An individual can choose to belong to any guild — or no guild. Some guilds, such as Selesnya and Boros, actively
painful animosity in families whose members follow different paths. Even though citizens can choose their guild associations, long-standing traditions steer certain individuals toward a particular
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
hirelings is an expert trainer; the others serve as training partners. When a Training Area becomes part of your Bastion, choose one trainer from the Expert Trainers table. On each Bastion turn, you
Expert Choose a kind of Simple or Martial weapon, such as Spear or Longbow. If you aren’t proficient with the weapon, you gain proficiency with it. If you already have proficiency with the weapon, you can
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
their own reasons unrelated to the characters’ strange experience. Prior the party’s arrival at the house, choose which pair of investigators meets them. Unless otherwise noted, these characters are
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Talenta Plains Capital: Gatherhold Noted for Halflings, livestock, dinosaurs The halflings of the Talenta Plains live a simpler life than the people of the Five Nations. They have no cities, no
departed ancestors and the spirits of the natural world. Each nomadic tribe has a lath—a chieftain who guides and protects the tribe—but it is the shamans who consult the spirits and choose the paths of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Parts of a Feat The description of a feat contains the following parts, which are presented after the feat’s name. Category. A feat is a member of a category, which is noted in the feat. If you’re
instructed to choose a feat from a specific category, such as the Origin category, that category must appear under the feat’s name. If you’re instructed to choose a feat and no category is specified
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Light Domain Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and
flaming sphere, scorching ray 5th daylight, fireball 7th guardian of faith, wall of fire 9th flame strike, scrying Bonus Cantrip When you choose this domain at 1st level, you gain the light cantrip if
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign. Creature Type Every
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->Tales from the Yawning Portal->a6
precisely crafted. Unless otherwise noted, it requires a successful DC 20 Wisdom (Perception) check to find such a door. Random Encounters On the second level of the fire giant stronghold, the chance of
a random encounter occurs on an hourly basis. At the end of each hour, roll a d12. On a roll of 1, which indicates a random encounter, choose from the following possibilities: One fire giant and one
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
, the passages about 15 feet high and the large areas some 20 feet or more. The roof of the carrion crawlers’ lair (area 23) is about 40 feet high. Doors. Unless otherwise noted, doors on the dungeon
33, roll a d12. On a roll of 1, which indicates a random encounter, choose from the following possibilities: Four ogres seeking some orcs The Keeper (see area 2), out inspecting, accompanied by an ape
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Garden Level 5 Bastion Facility Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Harvest
A Bastion can have more than one Garden. Each time you add a Garden to your Bastion, choose its
noted in the Garden Types table. The work takes 7 days and costs no money. Enlarging the Facility. You can enlarge your Garden to a Vast facility by spending 2,000 GP. A Vast Garden is equivalent to two
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
. Secret doors in the hall are precisely crafted. Unless otherwise noted, it requires a successful DC 20 Wisdom (Perception) check to find such a door. Random Encounters On the entrance level of the fire
giant stronghold, the chance of a random encounter occurs on an hourly basis. At the end of each hour, roll a d12. On a roll of 1, which indicates a random encounter, choose from the following
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to






