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Returning 35 results for 'player age and his cultural'.
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player age and his culture
player age and his cultures
Species
Acquisitions Incorporated
discoveries is that their physical forms change as they age, signifying that the mutative power of That-Which-Endures is not done with them. The first verdan emerged from the Underdark as creatures of goblin
same time, many verdan undergo changes in coloring as they age. Male verdan typically have little to no hair, while females sport shocks of wiry hair that they try to tame in a variety of styles. But
Species
Dragonlance: Shadow of the Dragon Queen
During the mythical origins of Krynn, Reorx, god of craft, indulged in an age of unfettered creation. Many peoples sprang from his divine forge, but not all among them remained as the god created
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
Species
Van Richten’s Guide to Ravenloft
and avoid the same.
While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age—particularly if a hag influenced them early in life or even
locals seeking grand fortunes for their children.
Tepest. Many of the children in the town of Viktal are hexbloods who exhibit their supernatural natures from a young age. Each youngster is
Monsters
Fizban's Treasury of Dragons
-and-gray hide is smooth like a salamander’s, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are
Spellcasting
Age
Spell Save DC
Spells Known
Adult Deep Dragon;Adult
16
command, dissonant whispers, faerie fire, water breathing
Deep Dragon Adventures
The Deep Dragon
races
While ancient heritages such as the elves and the dwarves claim to have raised the first kingdoms in Etharis, humans dominate those lands in the current age. Humans can be found everywhere, from the
. They live shorter lives than many other peoples, causing their cultural customs to fade quicker and preventing them from becoming stifled by their own traditions. Every human culture has been touched
races
culture and are often entirely unique unto themselves. One player might create an accursed character taking the form of a halfling-sized talking raven who hatched from a petrified basilisk egg during a
full moon. In all the world, there is no one else quite like them, and the combination of heritage traits chosen by the player of that accursed character reflects as such. Another player might choose
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
they age, signifying that the mutative power of That-Which-Endures is not done with them. The first verdan emerged from the Underdark as creatures of goblin stature. But they soon learned that their
coloring as they age. Male verdan typically have little to no hair, while females sport shocks of wiry hair that they try to tame in a variety of styles. But the color of any verdan’s hair, skin, and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
they age, signifying that the mutative power of That-Which-Endures is not done with them. The first verdan emerged from the Underdark as creatures of goblin stature. But they soon learned that their
coloring as they age. Male verdan typically have little to no hair, while females sport shocks of wiry hair that they try to tame in a variety of styles. But the color of any verdan’s hair, skin, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Five Nations In the modern age, the greatest power was the kingdom of Galifar, which covered most of the continent of Khorvaire. The Five Nations—Aundair, Breland, Karrnath, Thrane, and Cyre
—formed the heart of the kingdom. Although each has a unique cultural identity, they share this unified foundation. Families are spread across the Five Nations; the rulers of the Five Nations descend from
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Five Nations In the modern age, the greatest power was the kingdom of Galifar, which covered most of the continent of Khorvaire. The Five Nations—Aundair, Breland, Karrnath, Thrane, and Cyre
—formed the heart of the kingdom. Although each has a unique cultural identity, they share this unified foundation. Families are spread across the Five Nations; the rulers of the Five Nations descend from
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Valley Sites The Dessarin Valley has been a well-used highway into the heart of the Sword Coast North for an age upon an age, and it has seen the ravages of many orc hordes, the rise and fall of a
dwarven kingdom, frequent bands of brigands, and much more. Adventurers exploring the Sumber Hills and vicinity might visit many sites of interest as they trek across the valley. Map 2.2: The Dessarin ValleyView Player Version
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Valley Sites The Dessarin Valley has been a well-used highway into the heart of the Sword Coast North for an age upon an age, and it has seen the ravages of many orc hordes, the rise and fall of a
dwarven kingdom, frequent bands of brigands, and much more. Adventurers exploring the Sumber Hills and vicinity might visit many sites of interest as they trek across the valley. Map 2.2: The Dessarin ValleyView Player Version
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
and loss, or as an antihero, a monstrous character gives a player a chance to take on an unusual challenge in the campaign. Before allowing monstrous characters in your campaign, consider the following
architects of grand, heavily fortified edifices, which other folk dwell in for a price. The cultural notes in chapter 1 are the standard D&D depiction of these creatures, but by no means do they define them
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
and loss, or as an antihero, a monstrous character gives a player a chance to take on an unusual challenge in the campaign. Before allowing monstrous characters in your campaign, consider the following
architects of grand, heavily fortified edifices, which other folk dwell in for a price. The cultural notes in chapter 1 are the standard D&D depiction of these creatures, but by no means do they define them
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Noteworthy Sites The Radiant Citadel is a testament to a lost age of extraordinary magic and mythical beasts. The city rises from a gargantuan fossil, and every road and building has been carved from
it. The Citadel is a place of beauty and wonder, with a vast array of vegetation and a multitude of sites and inhabitants. Map 1.1: radiant citadel View Player Version
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Noteworthy Sites The Radiant Citadel is a testament to a lost age of extraordinary magic and mythical beasts. The city rises from a gargantuan fossil, and every road and building has been carved from
it. The Citadel is a place of beauty and wonder, with a vast array of vegetation and a multitude of sites and inhabitants. Map 1.1: radiant citadel View Player Version
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
never crossed the Graywall Mountains or explored the jungles of the east. The Five Nations always had cultural differences and those who yearned for independence. But still, the map showed us at our best
their people. So, most player characters begin their adventures on the continent of Khorvaire. While humans make up the majority of the population in the civilized nations of Khorvaire, the continent
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
never crossed the Graywall Mountains or explored the jungles of the east. The Five Nations always had cultural differences and those who yearned for independence. But still, the map showed us at our best
their people. So, most player characters begin their adventures on the continent of Khorvaire. While humans make up the majority of the population in the civilized nations of Khorvaire, the continent
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Racial Traits The game traits of the monstrous races are given here. Refer to chapter 1 for their cultural and roleplaying notes. Some of these races are more or less powerful than the typical D&D
2, and your Dexterity score increases by 1. Age. Bugbears reach adulthood at age 16 and live up to 80 years. Size. Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
region surrounding Varkenbluff, continuing her occult research in secret. By age twenty-four, Dr. Dannell had earned her doctorate in anthropology from Varkenbluff University, a prestigious institution
in her home city. Her ability to connect local archaeological objects with their cultural context was unrivaled, so after her graduation, Dr. Dannell became a Varkenbluff faculty member and field
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Racial Traits The game traits of the monstrous races are given here. Refer to chapter 1 for their cultural and roleplaying notes. Some of these races are more or less powerful than the typical D&D
2, and your Dexterity score increases by 1. Age. Bugbears reach adulthood at age 16 and live up to 80 years. Size. Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
region surrounding Varkenbluff, continuing her occult research in secret. By age twenty-four, Dr. Dannell had earned her doctorate in anthropology from Varkenbluff University, a prestigious institution
in her home city. Her ability to connect local archaeological objects with their cultural context was unrivaled, so after her graduation, Dr. Dannell became a Varkenbluff faculty member and field
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
passage takes them to a dirty marble wall with a deep-set door made of bronze-encased stone, green with age (see the “Lost Tomb of Khaem: General Features” sidebar). LOST TOMB OF KHAEM: GENERAL
the tomb is a 10-foot-by-10-foot slab of solid marble encased in a thin layer of beaten bronze. The bronze has turned green with age. The door pivots on a central axis, creating narrow openings on
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
multiverse hail from different worlds and include many kinds of sapient life forms. A player character’s species is the set of game traits that an adventurer gains from being one of those life forms
span, members of all species reach physical maturity at about the same age. Your character can be any age that isn’t beyond their species’ normal life span. Parts of a Species A species includes the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
passage takes them to a dirty marble wall with a deep-set door made of bronze-encased stone, green with age (see the “Lost Tomb of Khaem: General Features” sidebar). LOST TOMB OF KHAEM: GENERAL
the tomb is a 10-foot-by-10-foot slab of solid marble encased in a thin layer of beaten bronze. The bronze has turned green with age. The door pivots on a central axis, creating narrow openings on
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
multiverse hail from different worlds and include many kinds of sapient life forms. A player character’s species is the set of game traits that an adventurer gains from being one of those life forms
span, members of all species reach physical maturity at about the same age. Your character can be any age that isn’t beyond their species’ normal life span. Parts of a Species A species includes the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
multiverse hail from different worlds and include many kinds of sapient life forms. A player character’s species is the set of game traits that an adventurer gains from being one of those life forms
span, members of all species reach physical maturity at about the same age. Your character can be any age that isn’t beyond their species’ normal life span. Parts of a Species A species includes the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
multiverse hail from different worlds and include many kinds of sapient life forms. A player character’s species is the set of game traits that an adventurer gains from being one of those life forms
span, members of all species reach physical maturity at about the same age. Your character can be any age that isn’t beyond their species’ normal life span. Parts of a Species A species includes the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Setting the Tone A Morgrave campaign is a coming of age story in a fantasy world. In between delving into ruins and uncovering demonic schemes, the player characters need to decide what to do with
use story-based advancement instead of standard XP. Level advancement could be based on time: player characters gain one level each semester, leveling up after finals. Alternately, advancement could
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
-five years old and has run the establishment for decades. His elven blood through his half-elf mother has kept him alive this long, and keeps him looking better than most full-blooded humans his age. He
harbor.
Baldur’s Bones. Baldur’s Bones is a popular dice game in the taverns of Baldur’s Gate. Each player requires several six-sided dice. The rules are as follows:
Each player puts the agreed ante
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
-five years old and has run the establishment for decades. His elven blood through his half-elf mother has kept him alive this long, and keeps him looking better than most full-blooded humans his age. He
harbor.
Baldur’s Bones. Baldur’s Bones is a popular dice game in the taverns of Baldur’s Gate. Each player requires several six-sided dice. The rules are as follows:
Each player puts the agreed ante
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Setting the Tone A Morgrave campaign is a coming of age story in a fantasy world. In between delving into ruins and uncovering demonic schemes, the player characters need to decide what to do with
use story-based advancement instead of standard XP. Level advancement could be based on time: player characters gain one level each semester, leveling up after finals. Alternately, advancement could
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Demon Ruin The Lords of Dust maintain a variety of safe houses and sanctums across Eberron, but their most tightly bound locations are the ruins left behind from the Age of Demons, scattered across
construction evident even in the broken remains of the building, the place carries the unmistakable air of anguish and torment. Map 4.7: Demon Ruin View Player Version Demon Ruin Adventures The Demon
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
-loving peoples of Krynn and an age of oppression. This chapter presents player-facing details of peoples and groups in Krynn, as well as character options supplementing the rules in the Player’s
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
-loving peoples of Krynn and an age of oppression. This chapter presents player-facing details of peoples and groups in Krynn, as well as character options supplementing the rules in the Player’s