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Returning 35 results for 'slums of rules distant varied'.
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Species
Mordenkainen Presents: Monsters of the Multiverse
The saurian lizardfolk are thought by some sages to be distant cousins of dragonborn and kobolds. Despite their resemblance to those other scaled folk, however, lizardfolk are their own people and
its natural wonders.
Lizardfolk have colorful scales and exhibit a wide array of scale patterns. Their individual facial features are as varied as those of lizards.
Creating Your Character
At 1st
Species
Strixhaven: A Curriculum of Chaos
Distant kin of giant owls from the Feywild, owlin come in many shapes and sizes, from petite and fluffy to wide-winged and majestic. Owlin have arms and legs like other Humanoids, as well as wings
additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or
Species
Mordenkainen Presents: Monsters of the Multiverse
Created by the Cat Lord—a divine being of the Upper Planes—to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance. In some lands, tabaxi
.
Tabaxi’s appearance is as varied as their attitudes. Some tabaxi have features or patterning in their fur like tigers, jaguars, or other big cats, while others have appearances more like a house cat
Species
Mordenkainen Presents: Monsters of the Multiverse
Distant cousins of giants, the first firbolgs wandered the primeval forests of the multiverse, and the magic of those forests entwined itself with the firbolgs’ souls. Centuries later, that
Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Lizardfolk The saurian lizardfolk are thought by some sages to be distant cousins of dragonborn and kobolds. Despite their resemblance to those other scaled folk, however, lizardfolk are their own
guard its natural wonders. Lizardfolk have colorful scales and exhibit a wide array of scale patterns. Their individual facial features are as varied as those of lizards.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
her holy symbol as light pours from it to drive back the zombies crowding in on her companions. Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the
classes
Basic Rules (2014)
her holy symbol as light pours from it to drive back the zombies crowding in on her companions.
Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
her holy symbol as light pours from it to drive back the zombies crowding in on her companions. Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Underdark Travel The Underdark is a vast network of caverns, tunnels, vaults, and passages stretching from one end of Faerûn to the other. Its physical features are even more varied than those of the
through the Underdark is handled abstractly, using the rules and advice in chapter 8, “Adventuring,” of the Player’s Handbook. The following specific guidelines apply to travel in the Underdark during this adventure.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Mysterious Islands Small islands dot most oceans, distant or unexplored locales that might host all manner of adventures. The following rules can be used to generate any islands the characters might encounter.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Constructs Constructs in the Outlands might be the remnants of forgotten civilizations, servants of plane-walking magic-users, or creations with varied important or ridiculous purposes. Among the
most common are modrons, mechanical denizens of Mechanus that seek to enforce order on the plane. Outlands Constructs d4 Encounter 1 A tyrannical homunculus rules over the small domain of its long
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
market attracts visitors from distant lands with delicious foods, rare treasures, and all manner of unpredictable fortunes. Tourists nicknamed this ever-changing district the “Dancing Night Market
reputations as experts in varied trades or fields. The inner workings of the markets where families meet and trade are complicated, rife with competition and alliances. Rival families occasionally clash
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a particular type. The game includes the following creature types, which have no rules of their own: Aberrations are utterly alien beings, such as aboleths, beholders, flumphs, and mind flayers
, and warriors. They include members of varied species. Monstrosities are unnatural creatures with strange origins, such as mimics and owlbears. Oozes are gelatinous creatures, including black
Compendium
- Sources->Dungeons & Dragons->Monster Manual
a particular type. Lists of monsters organized by creature type appear in appendix B. The game includes the following creature types, which have no rules of their own: Aberrations are utterly alien
people defined by their roles and professions, such as mages, pirates, and warriors. They include members of varied species. Monstrosities are unnatural creatures with strange origins, such as mimics
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. The Many Meanings of “Giant”
The word “giant” has multiple meanings in English and in the rules of D&D, opening the possibility of some confusion.
As a rule, when this book talks about “giants
not capitalized or otherwise qualified.
“Giant” is also a creature type in the D&D rules, and as such, it’s capitalized whenever it’s used. This book usually refers to “creatures of the Giant type” to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, discuss with your group how much fear ties into the game’s rules. Would you prefer to keep frightful reactions narrative, or would you like to use game rules that present additional challenges and
benefits? Ask your DM about the possibility of using the rules for inspiration to motivate fearful character reactions, as detailed in the “Fear and Stress” section of chapter 4. Using this system, a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the characters off at a higher level than usual. With the DM’s approval, use the following rules to create a Clifftop adventurer. You begin at 5th level. You start with 600 gp in addition to your
, home to valued comrades and rivals. It’s where you get your next job. But as a Clifftop adventurer you’ll be venturing to exotic locales. You may delve into the ruins below Sharn or crash an airship into Skyway. You may head to Xen’drik or other distant lands. Wherever you go, adventure awaits!
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
evil, depending on their personal history. A gold dragon, a beholder, a halfling; you can’t make automatic assumptions about any of them. In part this is because of Eberron’s distant gods. Orcs aren’t
Deneith. In Karrnath and Aerenal, undead are used as tools. You certainly could find yourself fighting a merciless minotaur in the slums of Sharn… but you’re just as likely to cross swords with a cruel
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
distant connection to the fey and seek to build bridges between the Material Plane and the Feywild of Thelanis. These Khoravar often become Greensinger druids or warlocks with Archfey patrons
the human farmers in the east and the druids and wilder folk in the west. 4 Your small Khoravar community has only survived in the slums of Sharn through the close, family-like support you show each
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
closely tied to the distant land of Xen’drik. The following optional rules are a way to explore this aspect of the setting. Optional Rule: Common Languages
Common is the language of the Five Nations
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
rescued prisoner, pleading for mercy from an orc chieftain, or persuading a talkative magic mirror to show a distant location to the adventurers. The rules in part 2 (especially "Using Ability Scores" and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
recently freed from imprisonment, but he hasn’t left the citadel yet—Vaeve doesn’t know why. Miska’s forces are varied spyder-fiends as well as flying demons that drip deadly blood. Vampire’s
Camlash’s forces, and the lower entrance is guarded by spyder-fiends. Vaeve points out both entrances to the cliffside redoubt, two miles distant and barely visible through the blowing fog. If the
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
, and they’ve grown increasingly common in recent years. In Eberron: Rising from the Last War, only a character of a particular species could have each dragonmark. Those rules reflected the common
heirs sometimes manifest their marks years after failing the Test of Siberys. Distant Offshoot You are a distant offshoot of a dragonmarked family line, sharing the species that most commonly manifests
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Poison, magic, or anything else that would directly interfere with beast or rider is strictly forbidden—though over the years we’ve certainly seen imaginative attempts to stretch the rules!
Dura
the Stone Trees, part of the Cornerstone district, where the matches serve as both a spectator sport and a reason for gambling. Shifters created temporary hrazhak fields in the slums and warehouse
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
; they have no rules of their own, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate
reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.
Enchantment
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Healing, while only someone with House Lyrandar’s Mark of Storms can pilot an airship. Chapter 3 provides more details about dragonmarks and the dragonmarked houses, along with rules for creating
flame never goes out, but metal shutters allow a lantern to be dimmed or shut down.
Speaking stones allow communication between distant communities. A short message can be sent from one stone to
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
DM, includes details and rules for observatories: locations that facilitate stargazing and astronomical studies.
The Sky of Many Things A zodiac is a series of constellations that appear to rotate
starting point for a zodiac of your own creation. Many Stars, Many Worlds
In the settings of D&D, most stars in the night sky are suns, planets, or other distant objects, all of which exist in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
inhabitants of the planes. This book contains useful data gleaned from Morte’s stories and ramblings. Still, the planes are vast and varied, and what Morte experienced as true might not match all
of the Monster Manual before proceeding. That book explains stat block terminology and gives rules for various monster traits—information that isn’t repeated here.
The Stat Blocks by Challenge Rating
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
wall and takes its name from the various statues that rest in its niches and perch atop its battlements. Unseen beyond the sealed Basilisk Gate, a dirt road stretches through the Outer City slums to
the bridge known as Wyrm’s Crossing, then to distant realms beyond.
Dozens of Flaming Fist soldiers are trying to control an angry mob of commoners eager to leave the city. Armed with only a vague
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
riddle, the ghost can explain the rules more clearly: Objective. The characters must guess which cards are in the ghost’s hand and in what order. Rules. To make their first guess, the characters must
greater treasure buried at a distant adventure location. Losing the Game. If the characters fail to deduce the ghost’s hand in ten guesses and want to try again, the ghost selects a new hand, and the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
transport those who enter them to distant lands, other domains, or even beyond the Domains of Dread. The Mists are inscrutable, but they ever serve the schemes of the Dark Powers, delivering creatures
Handbook for details). Most Darklords can keep their domains’ borders closed indefinitely and can reopen them at will. For some Darklords, slightly varied effects manifest when they close their domains
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
in multiple domains pray to Ezra, an aloof god who personifies the Mists. Ezra’s worshippers appear in congregations with varied (and sometimes conflicting) practices. The church serves largely as a
and the hidden paths between them. Following itinerant traditions, many Vistani and their adopted family members travel between domains, learning of distant lands, the many faces of evil, and strange
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
members of different genders, ethnicities, and sexualities, as well as people with disabilities and of varied beliefs, as having broad roles, professions, interests, and outlooks. Endlessly work to
real-world history, and character creation rules presuppose no standard bar for heroics. Encourage Space A typical D&D session is longer than a typical horror movie, and it can be hard to sustain the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
might have stumbled across a Deck of Many Things and drawn a card with a potent, positive effect. Or maybe you inherited a modest fortune from a distant relative you didn’t know you had. Regardless, you
characters have varied histories, but they have one thing in common: they were down on their luck before their lives abruptly turned around. They might have given up all hope of a happier life, only
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
mysteries or tragedies led them to adventure. The abandoned estates of Mordent also make fine places to use the rules for Haunted Bastions, detailed in chapter 3. Ghosts of Mordent Ghost stories often
new moon. 5 Restoring the memory of an ancient spirit that has almost lost its sense of self. 6 Searching a distant haunted site for a spirit it has been separated from. 7 Sealing the site of an