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                        Returning 19 results for 'noted confounded races pdf'.
                    
                
                                                     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
                                                
                                            
                                                
                                                     fullest.
3
I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me.
4
I am slow to trust members of other races, tribes, and
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     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
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    ’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.
Ability Score Increases
When determining your
                                                
                                            
                                        
                                                     Species
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    ’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
                                                
                                            
                                                
                                                     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 Score Increases
When
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
                                                    
                                                
                                            
                                                    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’s fantastical races, which include the races presented
                                                
                                            
                                                
                                                    .) 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
                                                
                                            
                                        
                                                     Species
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s
                                                
                                            
                                        
                                                     Species
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     you create your D&D character, you decide whether your 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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    The Demon Wastes Capital: None Noted for Fiends, pestilence, violence Rivers of lava cut across plains of black sand and volcanic glass. The only vegetation you can see is blood-red moss and a thick
                                                
                                            
                                                
                                                     battles against the Ghaash’kala and the other Carrion Tribes. These people are mostly humans, but there are corrupted orcs, half-orcs, and tieflings mixed in, along with a handful of other races
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     of offspring. Members of certain races are also drawn to specific guilds, as noted in the description of each of guild.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     Scholars, wizards, druids, and bards of other races have different ideas about how halflings escape peril, suggesting that by virtue of something in their nature, they occupy a special place in the
                                                
                                            
                                                
                                                     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->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     withhold her wrath for the duration of a voyage. New and Foreign Gods The Faerûnian pantheon isn’t the only one known on Toril. Nonhuman races honor their own gods, for example, and people in faraway
                                                
                                            
                                                
                                                     of some gods speak of a cycle of death and resurrection. As the Sage of Shadowdale once noted, “If the gods can grant the power to raise mortals from death, why do ye assume they should be laid low by it forever?”
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    . For the height of the sea caves (areas 49, 50, 51, and 52), see the area descriptions. The doors in the lair are closed and not locked, except where otherwise noted. All gates and doors (except those
                                                
                                            
                                                
                                                     (noncombatants) latch onto the characters if they’re not discouraged from doing so. 12 2 amphisbaenae*, 1 lizardfolk shaman The shaman tries to flee to the west. If it does so, it races to 20 looking
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     origins: Common, which functions as a shared tongue throughout the Land of the Mists. Beyond this, all the other languages noted in the Player’s Handbook and Monster Manual are spoken among the Domains of
                                                
                                            
                                                
                                                     races, such as Elvish or Dwarvish, remain the same in every domain. Those who wish to learn a domain’s language can do so using the training downtime activity (see the Player’s Handbook). Although it
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     Dagdra’s ledger, three items at a time (see the Dagdra’s 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->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     revolting necessities. Only a handful of true Cult of the Dragon initiates and officers resides at the castle. All of them are noted in the castle description. They act as overseers and aides to Borngray
                                                
                                            
                                                
                                                     races coming and going around the castle, so when they see strangers, their first assumption is that the newcomers are more cultists. This assumption is reinforced if Snapjaw or other lizardfolk
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     he considers revolting necessities. Only a handful of true Cult of the Dragon initiates and officers resides at the castle. All of them are noted in the castle description. They act as overseers and
                                                
                                            
                                                
                                                     seeing cultists of many races coming and going around the castle, so when they see strangers, their first assumption is that the newcomers are more cultists. This assumption is reinforced if Snapjaw
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                    , showing no signs of vegetation or other life, and highlighting the glimmering glass statuary that stands everywhere. Even at a distance, many of the statues appear to be humanoids of different races
                                                
                                            
                                                
                                                     races have also been trapped forever in glass. Creature. When any intruder climbs the upper towers or moves along the bridges created where towers have fallen, the vibration of their movement alerts the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     some point during the day. Rizwin knows the location, as does Ironbeard, Lady Kira, and Lord Zardak. The contents of all vaults are also noted in the vault records, a copy of which is kept in Ironbeard’s
                                                
                                            
                                                
                                                     dwarves (use the guard stat block, with the modifications noted for dwarf members of the wedding party). 1:30 PM — Guest Quarters Rizwin directs the guests out of the tavern and to the guest quarters
                                                
                                            
                                        






