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Returning 35 results for 'some of read descend variety'.
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Species
Mordenkainen Presents: Monsters of the Multiverse
Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside themselves.
Their
suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is
Monsters
Eberron: Rising from the Last War
Alien Mind. If a creature tries to read Dyrrn’s thoughts or deals psychic damage to it, that creature must succeed on a DC 23 Intelligence saving throw or be stunned for 1 minute. The stunned
passage, that creature must succeed on a DC 22 Wisdom saving throw or descend into a type of madness (see “Madness of Dyrrn” below). A creature that succeeds on this saving throw can
Species
Mordenkainen Presents: Monsters of the Multiverse
in a variety of ways: a forked tongue, snake eyes, a snakelike nose, or some other ophidian characteristic. However a yuan-ti looks, they have the power to pursue great good or evil in the multiverse
suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and
Dhampir
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Van Richten’s Guide to Ravenloft
to one of the following Domains of Dread (detailed in Van Richten’s Guide to Ravenloft):
Barovia. In the shadow of Castle Ravenloft, tales flourish of those who love or descend from vampires
raised above 20.
If you are replacing your race with a lineage, replace any Ability Score Increase you previously had with these.
Languages
Your character can speak, read, and write Common and one
Monsters
Eberron: Rising from the Last War
Alien Mind. If a creature tries to read Belashyrra’s thoughts or deals psychic damage to it, that creature must succeed on a DC 22 Intelligence saving throw or be stunned for 1 minute. The
transmutation, growing eyes or eyestalks that Belashyrra can see through.
A humanoid who spends at least 1 hour within 1 mile of the passage must succeed on a DC 21 Wisdom saving throw or descend into a type of
Species
Mordenkainen Presents: Monsters of the Multiverse
exuberance with them and learning new languages as they went.
Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses
above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Hexblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Van Richten’s Guide to Ravenloft
shades, long hair that regrows if cut, and an irremovable living crown. Along with these marks, hexbloods manifest hag-like traits, such as darkvision and a variety of magical methods to beguile the senses
speak, read, and write Common and one 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
Human
Legacy
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Species
Basic Rules (2014)
sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
Variety in All Things
Humans are the most
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Githyanki Githyanki descend from an ancient people who were also the progenitors of githzerai. These tall, gaunt folk have potent psionic powers and dwell, for the most part, on the Astral Plane
and Monsters of the Multiverse contain a variety of githyanki for your use. This section provides additional options. Left to Right: Githyanki Star Seer, Githyanki Xenomancer, and Githyanki Buccaneer
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X2. Entrance If the characters pass through the archway between the statues, read: Icy steps descend ten feet to a time-ravaged hallway with arrow slits in the walls. Beyond the hall lies a vast
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X14. North Staircase When the characters open the secret door at the top of the stairs, read: A dusty corridor heads north, then bends to the east, descending a dark staircase. The air is thin, but
heavy with the stench of death. Three 10-foot-long staircases with landings between them descend a total of 30 feet to area X14a. The stench grows stronger down the stairs.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K80. Center Stair If the characters enter this area through the door at the bottom of the stairs, read: The door creaks open to reveal a stone staircase between rough masonry walls. There is little
dust on the steps, but light fog tumbles down the steps from above. If the characters enter this area at the top of the staircase, read: The rough-hewn corridor ends at a stone staircase that descends
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Opening the Way When the characters reach the wall of the Reghed Glacier at the spot specified by Vellynne Harpell or Professor Skant, read: An immense, glistening wall of blue ice stands before you
one of the characters to read aloud the “Rime of the Frostmaiden” (see appendix E). Reading the poem aloud while standing before the glacier has the following effect: As the last words of the poem
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
D4. Dormitory The passage west from the courtyard becomes a long hallway with a series of stone doors on either side. Read the following aloud the first time a character enters one of the rooms: A
benches rests in the middle. Shelves and open cupboards are chiseled out of the walls, all of it smooth and perfectly formed. Cushions cover the benches, and mattresses rest on the beds. A variety of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Crypt of the Hellriders Zariel’s fallen companions cannot rest. Nobody can in this nightmare hellscape. — The Cartographer When the characters arrive at this location, read or paraphrase the
. Dozens of armored knights kneel in motionless reverence before the monoliths, between which a set of onyx steps leads down under the hill.
The onyx steps descend into catacombs containing the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
side, add a third coldlight walker and two more ice mephits. The attacking force approaches the Black Cabin from the east. As the characters emerge from the cabin, read: Bright light shines from the
“Sacrifices to Auril”). The ice mephits descend from the darkened sky to provide aerial support, using their fog cloud spells to engulf enemy spellcasters or to obscure the approaching coldlight
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
before flying back to Candlekeep. Read or paraphrase the following boxed text to the players when the characters descend into the tower: One level down, you see a cluttered chamber illuminated by
Traxigor’s Tower Once the griffons land, characters are free to dismount and descend the stairs into Traxigor’s tower. After delivering the party safely to the tower, the griffons take a short rest
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
) was not alerted earlier, it awakens and attacks as soon as either double door opens. It can enter the mausoleum. When the characters open a door, read the following: Before you is a sixty-foot-long
in a verdant landscape. A stone staircase leads down.
The torches that light this hall go out if removed from their sconces. The stone stairs descend 60 feet and end at an opening into area V3.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
-facing gargoyle carvings. If a character peers over the balcony, read: A flash of lightning illuminates the dismal village of Barovia, its rooftops visible above a smothering blanket of fog one
dusty tomb beyond (area K88). Characters who try to reach the windows from the overlook must descend 110 feet and move 20 feet back under the platform. This descent can’t be accomplished without the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
M4. Prop Storage When the characters first explore either of these two storerooms (area M4a or M4b), read: This room is choked with a variety of props and costumes. There seems to be no order to the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
for characters who have a swimming speed (or 10 hours otherwise). Along the way, the characters might encounter a variety of deep-sea creatures, such as three giant sharks feeding on the remains of
deep sea whales. No spirits or ghost ships make an appearance, though. As the characters near the trench, read or paraphrase the following description: Meadows of feathery, pale-pink sea lilies move
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
tent. This challenge doesn’t have an audience. When the characters enter the tent, read or paraphrase the following text: Seated at the middle of this sizable empty tent is a wizened gnome at work amid
challenge is simple: descend the ladder and bring back four caterpillars within 1 minute. Any number of characters may participate, and they may use magical assistance as long as the caterpillars aren’t
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Welcome to the Rock When the characters arrive at the Rock of Bral, read or paraphrase the following boxed text: Sunlight illuminates the rooftops and spires of a city built across the top of a
gigantic asteroid. The asteroid’s underside has structures as well, including fortresses and giant sails. Wooden docks protrude from one end of the asteroid, and a variety of ships are moored there. Space
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the situation calls for, Phenax is a consummate actor. His incisive wit and cunning enable him to read the desires of his marks, adjusting his approach to suit the moment. In his rare moments of candor
gray skin, clad in elegant robes. He has also been known to appear in a variety of animal forms, including the shapes of asps, mockingbirds, or rats. Regardless of his shape, a mask forever conceals the blank face of the first Returned.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
must be on your class’s spell list for you to read the scroll. A Spell Scroll can be named in a variety of ways: Spell Scroll, Scroll of X (where X is the name of a spell), or Spell Scroll of X (where X
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
university community. Food vendors set up carts there every morning and sell a wide variety of dishes throughout the day. In the evening, the Commons grows quieter, becoming a favorite spot for those who want
to read, meditate, or have a private conversation. The Bridge A long arcing, covered bridge connects Breland Spire to a level near the top of Dalannan Tower. One side of the bridge features shops
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
on the Trinkets table in the Player’s Handbook). Each trinket costs 2d10 cp. Gems for All, a shop with a variety of gemstones, all worth 50 gp or less. Heath’s Hot Drinks, a stall offering cups of
mulled wine, hot cider, and strong teas for 2 sp each. In the summer, the sign is repainted to read “Heath’s Cool Drinks” and the stall serves chilled fruit juice and iced tea. Wizards of the Wide, a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Students feeling bold may descend as far as Lower Menthis, home to a wide variety of illicit entertainments… including the prizefights of the Burning Ring. But for those who stay close to home, here’s a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Arrival in Hither When the characters first arrive in Hither, read the following boxed text aloud: You stand at the edge of a raised and broken causeway under a hazy, twilit sky. The causeway, which
. Characters can use the handholds, footholds, and shelf mushrooms to descend a pillar safely, or they can accomplish the same feat using climbing gear (no ability checks required in either case
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Unwelcome Party While making their way across the village, the characters are accosted by a throng of panicked villagers fearful of the newcomers. Read or paraphrase the following: As you move
situation with the villagers before they can proceed. The characters can disperse the mob in a variety of ways. They can lie about their identities or intentions; they can convince the villagers that
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
T1: Temple Entry As the characters descend the staircase leading to this room, read or paraphrase the following: The stairs end at a wide chamber. Two gaunt creatures with sharp claws and long
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
2. What Is Dead May Never Die As the characters descend into the lower decks of this ship, read or paraphrase the following boxed text: As you proceed belowdecks, it becomes much easier to swim as
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
characters descend to the floor, read: You stand shin-deep in sewer water, in a dimly lit tunnel. There’s a raised walkway on either side that gets you out of the smelly, muck-filled water. Small
(Persuasion) check to find the location of the grate. The grate can be pulled up with a successful DC 15 Strength check. Once the grate is opened, read: A circular maintenance shaft plunges down into the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
strike down those who stray. The Purphoros’s Villains table suggests a variety of foes that might arise from among the god’s followers. Purphoros’s Villains d6 Villain
1 A cult fanatic of
Adult red dragon* MM
24 Ancient red dragon* MM
* See chapter 6 for details about these creatures in Theros. The oracles of Purphoros read the god’s will in earth, fire, and volcanic fumes
(RYAN BARGER)
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dragonborn Traits Your draconic heritage manifests in a variety of traits you share with other dragonborn. Ability Score Increase. Your Strength score increases by 2, and your Charisma score
. Damage Resistance. You have resistance to the damage type associated with your draconic ancestry. Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest