Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 26 results for 'noted completed race pdf'.
Other Suggestions:
noted complete race pdf
need complete race pdf
need compelled race pdf
need compete race pdf
Species
Spelljammer: Adventures in Space
character is a member of the human race or one of the gameâs fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation
identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your characterâs creature type is.
Hereâs a list of the
Species
Spelljammer: Adventures in Space
a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuriesâa fact noted in the description of the race in question.
Height and Weight
Player
Astral Plane can live to be more than 750 years old.
Creating Your Character
When you create your D&D character, you decide whether your character is a member of the human race or one of the game
Species
Spelljammer: Adventures in Space
ât meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuriesâa fact noted in the description of the race in question.
Height and Weight
glide. Hadozees wrap these wings around themselves to keep warm.
Creating Your Character
When you create your D&D character, you decide whether your character is a member of the human race or one
Species
Spelljammer: Adventures in Space
century, assuming the character doesnât meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuriesâa fact noted in the description of the race
member of the human race or one of the gameâs fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.
Ability
Species
Spelljammer: Adventures in Space
on an adventure. Members of some races, such as dwarves and elves, can live for centuriesâa fact noted in the description of the race in question.
Height and Weight
Player characters
, determined to find a greater purpose.
Creating Your Character
When you create your D&D character, you decide whether your character is a member of the human race or one of the gameâs
Species
Spelljammer: Adventures in Space
, can live for centuriesâa 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
you create your D&D character, you decide whether your character is a member of the human race or one of the gameâs fantastical races. If you create a character using a race option
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerâs Guide
dwarves and elves, can live for centuriesâa 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
Creating Your Character When you create your D&D character, you decide whether your character is a member of the human race or one of the gameâs fantastical races, which include the races presented
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
. 3 The actions of the adventurers or a villain result in a cataclysmic event that the adventurers must escape. 4 The adventurers race to the site where a villain is bringing a master plan to its
conclusion, arriving just as that plan is about to be completed. 5 A villain and two or three lieutenants perform separate rites in a large room. The adventurers must disrupt all the rites. 6 An ally
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
statistics, roleplaying hooks, and your imagination. You choose a race (such as human or halfling) and a class (such as fighter or wizard). You also invent the personality, appearance, and backstory of
your character. Once completed, your character serves as your representative in the game, your avatar in the Dungeons & Dragons world. Before you dive into step 1 below, think about the kind of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
statistics, roleplaying hooks, and your imagination. You choose a race (such as human or halfling) and a class (such as fighter or wizard). You also invent the personality, appearance, and backstory of
your character. Once completed, your character serves as your representative in the game, your avatar in the Dungeons & Dragons world. Before you dive into step 1 below, think about the kind of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
their starting point. Every town has its own quest as well, as noted in the Starting Town table. Once you choose a starting quest, the other starting quests go unused. âCold-Hearted Killerâ has the
. Roll again if the characters have already completed the quest associated with that town. Ten-Towns Rumors d10 Rumor
1 In Bremen, fishers are being terrorized by a monster that lives in
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Vlaakithâs Dilemma Long gone are the days when the gith race was fully embroiled in conflict. When the githyanki settled Tuânarath and took up residence in the Astral Plane, they no longer had to
smallest pieces of exquisite jewelry. Indolent Dilettantes As a race bred and shaped by the mind flayers for a life of fighting, the githyanki never knew anything else while they were enslaved. Now that they
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
services on this day, and a day-long schedule of public lectures is presented at the Great Hall of Aureon in Upper Menthis. Brightblade (12 Nymm) The festival of Dol Dorn is noted across the city with
Landing. The Race of Eight Winds (23 Lharvion) This event is an aerial race that takes place around Dura Quarter. The Hunt (4 Barrakas) In honor of the Sovereign Balinor, a fierce beast is brought to the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
following information: She and her companions have just completed a jog around the Outlands and are on their way back to the realm of their god, Semuanya. Semuanya is a deity of survival, athleticism, and
Ability Check 1 Acrobatic performances 15 Dexterity (Acrobatics) 2 Deimatic displays 16 Charisma (Intimidation) 3 Reptile trivia 14 Intelligence (Nature) 4 Swimming race or weightlifting 17 Strength
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
one year older than the standard for adulthood (as noted in the traits for the characterâs race). All such benefits last no longer than a year, and they end immediately if the painting of the
score for that ability increases by 2, as does the characterâs maximum for that score. Physical Transformation. A character bargaining with the hags can choose to change their race, sex, or appearance
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
have transformed into spore servants. They silently observe the party but donât attack the characters unless threatened. Escaped Slaves A group of 1d4 commoners (of any race) attempts to hide from the
before the triggering spell is completed. The reverse gravity lasts for 1 minute, and is accompanied by a peal of thunder that alerts everyone nearby. The caster of the triggering spell must make a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
mechanical creations to sit dormant. The hallways and rooms are dusty, showing few signs of life or movement. Except where otherwise noted, all areas of the super-secret basement have the following
charged disk that powers the creature, as well as a platinum rod. The disks are of use to the characters as they explore the super-secret basement, and the rods can be claimed as treasure, as noted
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
this tome, the elves set down thoughts regarding the power of innocence. They recounted how they had long observed the halfling race, watching as the chaos of the world swept around them and left
their villages untouched. While orcs, dwarves, and humans struggled, fought, and spilled blood to expand their territory, the elves noted that the halflings dwelled in a state of placid disregard
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
a cataclysmic event that the adventurers must escape. 4 The adventurers race to the site where the villain is bringing a master plan to its conclusion, arriving just as that plan is about to be
completed. 5 The villain and two or three lieutenants perform separate rites in a large room. The adventurers must disrupt all the rites at the same time. 6 An ally betrays the adventurers as theyâre about
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
portals the characters access will never lead to the headquarters. The current destinations of the portals are noted on the Portals table. You can choose encounters you favor, or roll on the table to
Dagdraâs ledger, three items at a time (see the Dagdraâs List table below). The dwarf calls out the three items, and a character must make an ability check using one of the skills noted for an item to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
noted, all areas of the dungeon have the following features. Ceilings. The ceilings are 10 feet high. Light. The dungeon is dark. Old but still functional torches and lanterns are affixed to the walls of
wrong, though, and the victims were consumed before the ritual could be completed. A success with this check, or 5 minutes spent studying the runes and the bodies, gives characters advantage on their
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
toward entrants unless disturbed, at which point they activate and attack. Aphelionâs Aid. If the characters have completed at least one task for Aphelion and face combat in a cargo hold on this level
of the diary, the worker noted their doubts about the loyalty of the shipâs machines. The skeleton also carries a violet key card. S42: Medical Storage (Yellow) The shelves of this storage room are
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Kwalishâs completed experiments â a set of clockwork-enhanced footwear that act as boots of striding and springing A collection of tiny glass statues of creatures, including a pseudodragon, an imp
actively protecting them from harm. Most of the baubles are mere glass, and any inspection of them notes that light shines through them cleanly. A select few baubles are made of crystal, as noted by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Ships The Eyecatcher, the Heartbreaker, and the Hellraiser have the same general configuration and occupants, corresponding to map 7.1. Exceptions are noted in an areaâs description and
stored here, including the following: A number of broken clockwork monsters Half-completed or broken wagon covers and puppets A deflated balloon of an oversized flumph that has a small gash in it (a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tunnels beneath the warehouse were dug as smugglersâ byways. Later, worshipers of That-Which-Endures (see the sidebar in the âNew Race: Verdanâ section in chapter 3) excavated chambers beneath the ground
. Development. A murderer in Waterdeep has been killing people, taking their feet, and placing them on an altar hidden in the city as a sacrifice to That-Which-Endures. (A hint of the killings is noted
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
crypt houses the remains of the person or persons whose epitaph is inscribed on the front of the slab. The crypts are described in the following sections, their epitaphs noted under the cryptâs number
in italics. Unless noted otherwise, each crypt contains a 3-foot-by-6-foot rectangular bier of marble, 3 feet high, with a skeleton draped in rags lying atop it. The catacombs are home to tens of






