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                        Returning 35 results for 'skill setting adventurers'.
                    
                
                        
                            
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                                                     Species
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     childâhelps them pass through crowds unnoticed and slip through tight spaces.
Anyone who has spent time around halflings, particularly halfling adventurers, has likely witnessed the storied &ldquo
                                                
                                            
                                                
                                                    ).
Halfling communities come in all varieties. For every sequestered shire tucked away in an unspoiled part of the world, thereâs a crime syndicate like the Boromar Clan in the Eberron setting or a
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                     that wrap around existing passages and chambers. They use these hiding spots to watch the comings and goings of monsters and adventurers, setting traps to vex and annoy whenever possible. A trip wire
                                                
                                            
                                                
                                                    , making even the coolest, most experienced adventurers prone to outbursts of destructive frustration. When mites are about, even the simplest task can turn into a disaster, and a mild disagreement can
                                                
                                            
                                        
                                                    Half-Elf
                                                    
    
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    
Flint squinted into the setting sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The manâs walk was
                                                
                                            
                                                
                                                    , wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in
                                                
                                            
                                        
                                                    Dragonborn
                                                    
    
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     known that reading her fatherâs face was a skill sheâd been fortunate to learn. A human who couldnât spot the shift of her eyes or Havilarâs would certainly see only the
                                                
                                            
                                                
                                                     self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they
                                                
                                            
                                        
                                                    Kenku
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     their ingenuity and skill had turned toward scheming against their patron, the spark of creativity was torn from their souls. Finally, to ensure that the kenku could never divulge any secrets, their
                                                
                                            
                                                
                                                     copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. They can copy books, make replicas of objects, and otherwise thrive in situations where they can
                                                
                                            
                                        
                                                    Tortle
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    The Tortle Package
                                                    
                                                
                                            
                                                     related to a god and choose to worship that deity. In the Forgotten Realms, tortles are especially fond of Eldath, Gond, Lathander, Savras, Selûne, and Tymora. In the Greyhawk setting, they
                                                
                                            
                                                
                                                    . Tortles often choose such days to leave their homes and begin a wilderness expedition, or perform some other task they know to be dangerous.
Adventurers at Heart
Tortles have a saying: âWe wear
                                                
                                            
                                        
                                                    Demilich (Variant)
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     evolution. The lich Acererak â a powerful wizard and demonologist and the infamous master of the Tomb of Horrors â anticipated his own transformation, preparing for it by setting enchanted
                                                
                                            
                                                
                                                     their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who
                                                
                                            
                                        
                                                    Goliath
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                     individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their
                                                
                                            
                                                
                                                     seek out a larger, more powerful wyrm to battle. Few goliath adventurers reach old age, as most die attempting to surpass their past accomplishments.
Fair Play
For goliaths, competition exists only
                                                
                                            
                                        
                                                    Acolyte
                                                    
    
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                                                     Backgrounds
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    , from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call
                                                
                                            
                                                
                                                    .
 
Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     Ravnica and serves as an introductory adventure to the setting. A balance of character classes is helpful, since the adventurers will face a variety of challenges. Adventurers can be affiliated with any of the guilds.  KARL KOPINSKI
                                                
                                            
                                                
                                                    Krenkoâs Way âKrenkoâs Wayâ is a short adventure for a party of four to six 1st-level adventurers, who might advance to 2nd level by the adventureâs conclusion. It is set in the Tenth District of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     setting. This approach allows the same group of adventurers to sink their teeth into all three overarching conflicts while ensuring that each storyline feels distinct.
                                                
                                            
                                                
                                                    Shared World Some groups take a large, established campaign setting and divide it up geographically so different DMs can run separate campaigns in the same setting. In theory, characters can travel
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    Company of Seven, The The Company of Seven was a group of adventurers active hundreds of years ago in the Greyhawk setting. Its members included Heward, Keoghtom, Murlynd, Nolzur, Quaal, Tasha (see
                                                
                                            
                                                
                                                     Iggwilv), and Zagig (see Zagyg). Some of these adventurers achieved near-divine status, and most of them are remembered for magic items that carry their names. The group inspired the formation of the Circle of Eight (described in chapter 5).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    Yawning Portal, The The Yawning Portal is a tavern in Waterdeep, built around an entrance to the infamous dungeon of Undermountain. Adventurers throughout the Forgotten Realms setting and elsewhere
                                                
                                            
                                                
                                                     in the multiverse visit the Yawning Portal to exchange knowledge about Undermountain and other dungeons. Most visitors are content to swap stories by the hearth, but some adventurers pay the toll for entry into Undermountain (collected by the mysterious owner and bartender, Durnan).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     adventuring party If youâre using a published campaign setting, pick any location in that setting and develop it as you like. A published setting or adventure might give you all the details you need. The
                                                
                                            
                                                
                                                     setting, start small by detailing only this starting area. The rest of your setting can remain undeveloped for now. Donât spend too much time fleshing out the geopolitical landscape of your world or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Other Quests Chapters 1 and 2 are structured around quests, some of which touch on the major story arcs of the adventure while others merely show off other cool aspects of the setting. In chapter 1
                                                
                                            
                                                
                                                    , the adventurers undertake quests that lead them from one Ten-Towns settlement to another. Each town has a problem, and the adventurers get rewards for helping. In chapter 2, rumors spur the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    Itâs Your World In creating your campaign world, it helps to start with the core assumptions and consider how your setting might change them. The subsequent sections of this chapter address each
                                                
                                            
                                                
                                                    . Ask yourself, âWhat if the standard assumptions werenât true in my world?â The World Is a Mundane Place. What if magic is rare and dangerous, and even adventurers have limited or no access to it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     adventurers â and, of course, the luck of the dice. You can run Dragon of Icespire Peak for as few as one player or as many as five players. Each player starts with a 1st-level character. The adventure is set a
                                                
                                            
                                                
                                                     short distance from the city of Neverwinter in the Sword Coast region of the Forgotten Realms setting. The Sword Coast is part of the North â a vast realm of free settlements surrounded by lawless
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                     Toril (the world of the Forgotten Realms setting). From there, the characters enter Wildspace and travel to the distant planet HâCatha (the outermost world in the Wildspace system known as Realmspace
                                                
                                            
                                                
                                                    ) to retrieve an adamantine meteorite. Playing in the Adventurers League
 You can play the Spelljammer Academy adventures as a part of the D&D Adventurers League Forgotten Realms campaign. These
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    Social Interaction During a social interaction, the adventurers usually have a goal. They want to extract information, secure aid, win someoneâs trust, escape punishment, avoid combat, negotiate a
                                                
                                            
                                                
                                                     somewhere in between, balancing player skill (roleplaying and persuading) with character skill (reflected by ability checks).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    .  Proficiency Swaps   Proficiency Replacement Proficiency   Skill Skill Armor Simple/martial weapon or tool Simple weapon Simple weapon or tool Martial weapon Simple/martial weapon or tool Tool Tool or
                                                
                                            
                                                
                                                     simple weapon  For example, high elf adventurers have proficiency with longswords, which are martial weapons. Consulting the Proficiency Swaps table, we see that your high elf can swap that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     alphabetical order.  Acererak Acererak (ah-SAIR-er-rack) is a powerful lich who travels between worlds and takes pleasure in devouring the souls of adventurers, whom he lures into trap-ridden dungeons to
                                                
                                            
                                                
                                                     suffer horrible deaths. The most famous of such dungeons is the Tomb of Horrors, hidden in the Vast Swamp in the Greyhawk setting (see âGreyhawk Gazetteerâ in chapter 5); another lies under the lost city
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     reflect the character you have in mind. TIKA AND ARTEMIS: CONTRASTING CHARACTERS
 The details in this chapter make a big difference in setting your character apart from every other character. Consider
                                                
                                            
                                                
                                                     the following two human fighters.
 Hailing from the Dragonlance setting, Tika Waylan was a brash teenager who had a rough childhood. The daughter of a thief, she ran away from home and practiced her
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    Heroes of the Lance, The The adventurers known as the Heroes of the Lance, whose deeds helped prevent Takhisis (see Tiamat) and her evil dragons from conquering the world of the Dragonlance setting
                                                
                                            
                                                
                                                    , began as a small group of young adventurers and their aging dwarf mentor. This original group (known as the Innfellows) consisted of Tanis Half-Elven, the brothers Raistlin and Caramon Majere, Sturm
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    Companions of the Hall, The Named for the dwarf stronghold of Mithral Hall in the Forgotten Realms setting, the Companions of the Hall is a group of heroic adventurers whose exploits have spanned
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    Part 1: Master of Worlds Every DM is the creator of his or her own campaign world. Whether you invent a world, adapt a world from a favorite movie or novel, or use a published setting for the D&D
                                                
                                            
                                                
                                                     adventures happen. Even if youâre using an established world such as the Forgotten Realms, your campaign takes place in a sort of mirror universe of the official setting where Forgotten Realms novels
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     generally have elven names. In some places half-elf children are named according to the âotherâ parent, or with a mix of human and elven names, as a way of setting half-elves apart from the rest of
                                                
                                            
                                                
                                                     Handbook, although some variations are possible; see the âHalf-Elf Variantsâ sidebar. HALF-ELF VARIANTS
 Some half-elves in Faerûn have a racial trait in place of the Skill Versatility trait. If your DM
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    Magic in the Dying Domain Magic is a source of both prestige and terror in Hazlan. Commoners fear it but know it represents a path out of desperation, while the elite equate worth and magical skill
                                                
                                            
                                                
                                                    . Adventurers in Hazlan are treated as outsiders by the elite and potential threats by the common folk. Worse, visitors who donât understand the dangerous nature of magic in the domain might accidentally unleash magical ruin.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     reflect the character you have in mind. TIKA AND ARTEMIS: CONTRASTING CHARACTERS
 The details in this section make a big difference in setting your character apart from every other character. Consider
                                                
                                            
                                                
                                                     the following two human fighters.
 Hailing from the Dragonlance setting, Tika Waylan was a brash teenager who had a rough childhood. The daughter of a thief, she ran away from home and practiced her
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     Anauroch. This chapter describes this setting, beginning with an overview of the Savage Frontier and some of its key inhabitants, then presenting descriptions of specific locations. The chapter
                                                
                                            
                                                
                                                     concludes with three encounters that help propel the story forward: In the âOld Towerâ section, adventurers meet a lonely hill giant with an axe to grind; The âInner Circlesâ section describes a series of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     maintaining the bounds of that position. A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate
                                                
                                            
                                                
                                                     to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     as the Flan. Greyhawk is an independent city in Eastern Oerik that attracts large numbers of adventurers. Greyhawk doubles as the name of the campaign setting.
                                                
                                            
                                                
                                                     and adventurers. The Flanaess (pronounced flah-nay-ess or flay-nayz) is another name for Eastern Oerik and means âland of the Flan.â The regionâs first human settlers and their descendants are known
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     might decide to seal the site away or take it over as a home base or stronghold. If the latter occurs, news of a group of powerful adventurers setting up shop in the ruins of Delimbiyran travels quickly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Campaigns A campaign is a series of adventures with a consistent group of adventurers following the narrative. Some campaigns are episodic, where each adventure is its own tale and not much besides
                                                
                                            
                                                
                                                     with adventures, a DM might create a campaign from scratch, assemble a campaign from published adventures, or mix homemade material with published material. And the campaign might take place in a world of the DMâs creation or in a published campaign setting.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of Xenâdrik. High Elves
                                                
                                            
                                                
                                                     or moon elves in the Forgotten Realms setting, Silvanesti and Qualinesti in the Dragonlance setting, and Aereni in the Eberron setting. Wood Elves Wood elves carry the magic of primeval forests within
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     drow individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of Xenâdrik
                                                
                                            
                                                
                                                     themselves sun or moon elves in the Forgotten Realms setting, Silvanesti and Qualinesti in the Dragonlance setting, and Aereni in the Eberron setting. Wood Elves Wood elves carry the magic of primeval
                                                
                                            
                                        






