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Returning 35 results for 'standing of rules distant vary'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
mischievous manipulators who delight in disguising themselves with magic to vex other creatures. Their reasons for deception vary, ranging from harmless pranks to malicious infiltration. When a high fae
regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be
Species
Mordenkainen Presents: Monsters of the Multiverse
birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that
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 creation
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
Monsters
Bigby Presents: Glory of the Giants
Thrym, the scion can achieve a tremendous feat of strength: creating a glacier in the ground and hurling it skyward, along with any creatures standing on it.
Regional Effects
The region surrounding a
’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have
Monsters
Bigby Presents: Glory of the Giants
creatures standing on it.
Regional Effects
The region surrounding a scion of Thrym is altered by the giant’s magic, creating one or more of the following effects:
Biting Chill. Extreme cold
envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures
monsters
. Wilfred makes one Object Slam attack.Lord Wilfred Godefroy rules the afterlife of all who die in Mordent. Arrogant, impatient, and vengeful, the Darklord seeks any opportunity to exert his control and
reinforce his undying noble standing.
Lord Godefroy haunts the House on Gryphon Hill, along with countless other spirits. Wilfred can send mobs of obedient spirits to do his will anywhere in the domain
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
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
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 creation.
Ability Score
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
pages were tales of bold heroes, strange and fierce animals, mighty primitive gods, and a magic that was part and fabric of that distant land.
— Elaine Cunningham, Daughter of the Drow
In the
, cuisine, music, and literature are different in the northwestern lands of the Silver Marches than in distant Turmish or Impiltur to the east—and even more distinctive in far-off Kara-Tur
Species
Spelljammer: Adventures in Space
autognome bears a resemblance to its creator, and most autognomes are programmed to speak and understand Gnomish. The internal components used in an autognome’s manufacture can vary wildly; one
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
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->Bigby Presents: Glory of the Giants
Giantkind The descendants of Annam are the various creatures of the Giant creature type. The precise details of genealogy linking Annam to these Giants are a matter of mythology, and myths vary from
. 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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
form a magic gate (see “Gates”). Its rules are as follows: If an arrow or a crossbow bolt is shot between the standing stones, the gate opens for 1 minute. Characters must be 14th level or higher to
15. Standing Gate to Level 17 Rising out of a 2-foot-deep pool of ooze is a pair of 15-foot-tall standing stones topped with a lintel, carved into which is a symbol of an arrow. The standing stones
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
distant lands and other worlds. Those who stayed behind used the circle to maintain communication with explorers, helping them pilot their flying ships home. Standing stones form a great circle
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
magical gate to Castle Naerytar sits between a pair of moss-covered standing stones visible from all the front rooms of the lodge. Three other portals near the lodge stand between similar stones, and the
cultists have re-tuned their destinations to suit their own ends. One of them connects to the distant north (where Talis visits white dragon allies), one leads to a heavily guarded chamber in Thay
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
a seemingly innocuous character. Regardless of the Darklord’s current role, their wickedness led to the creation of their domain and their imprisonment in Ravenloft. Though these individuals vary
overlord, or a more fundamental connection. Most possess the ability to prevent others from leaving their domains (further explored in “The Nature of Ravenloft” in chapter 3). Darklords Vary in Threat
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules
of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in chapter 5. Speed Your speed determines how far you
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
magical gate to Castle Naerytar sits between a pair of moss-covered standing stones visible from all the front rooms of the lodge. Three other portals near the lodge stand between similar stones, and
the cultists have re-tuned their destinations to suit their own ends. One of them connects to the distant north (where Talis visits white dragon allies), one leads to a heavily guarded chamber in Thay
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
their late teens and live less than a century. Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium
HUMAN TRAITS
If your campaign uses the optional feat rules from chapter 6, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stones form one of Halaster’s magic gates (see “Gates”). When a creature comes within 5 feet of the gate, rivulets of blood begin to seep from the rocky pores of the standing stones. The rules of this gate
sides of the pit and use faerie fire spells to outline their intended targets before attacking with their pseudopods. The puddings cast Melf’s acid arrow spells at prey beyond their reach. 5b. Standing
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
standing on the cutting edge of the adventuring business, the brand precedes you. And sure, sometimes the blades on the cutting edge are kind of sharp. But with Head Office at your back, you know you have
the Acquisitions Incorporated franchise and the rules for running it. Franchise benefits are organized by level tier, and include an ever-expanding business territory, wide ranges of options and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Serpent Gate These 10-foot-high side caverns feature a standing gate that grants access to level 11. Strikingly beautiful carvings of serpents decorate the walls of these caverns. 18a. Trapped
attacking. The pressure plate can be disabled with a successful DC 15 Dexterity check using thieves’ tools. 18b. Standing Gate to Level 11 Two pillars with giant stone snakes wrapped around them rise from the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
terrain (see “Difficult Terrain” in the Basic Rules). Intact buildings are rundown, ramshackle stone cottages that are otherwise still standing. Their wooden doors are swollen and require a successful
three-quarters cover against attacks from the other side (see “Cover” in the Basic Rules). Dusty old furnishings such as simple wooden chairs and tables remain in most intact buildings. Trees and Brush
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
days, ready to continue its eternal work. Benevolent Dictators and Brutal Tyrants. A naga rules its domain with absolute authority. Whether it rules with compassion or by terrorizing its subjects, the
naga believes itself the master of all other creatures that inhabit its domain. Rivalry. Nagas have a long-standing enmity with the yuan-ti, with each race seeing itself as the epitome of serpentine
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tunnel leading east.
The arch is one of Halaster’s gates (see “Gates”). Its rules are as follows: Holding an open book while standing within 5 feet of the arch causes the gate to open for 1 minute. The
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Gods of Neutrality The neutral gods of Krynn vary widely in their motivations and methods. Some are passive and distant, dedicated to recording the actions of mortals or upholding the balance between
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the power he needs to overthrow Szass Tam. Cult Organization The Cult of the Dragon is organized in cells, which vary in size from just a handful of members to scores. Leaders in the cult are known
as Wearers of Purple, and they outrank normal cultists, but no formal grades exist within the ranks of the Wearers of Purple. Although the cult uses regalia in its rituals and its distant camps
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->Hoard of the Dragon Queen
the power he needs to overthrow Szass Tam. Cult Organization The Cult of the Dragon is organized in cells, which vary in size from just a handful of members to scores. Leaders in the cult are known
as Wearers of Purple, and they outrank normal cultists, but no formal grades exist within the ranks of the Wearers of Purple. Although the cult uses regalia in its rituals and its distant camps
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the power he needs to overthrow Szass Tam. Cult Organization The Cult of the Dragon is organized in cells, which vary in size from just a handful of members to scores. Leaders in the cult are known
as Wearers of Purple, and they outrank normal cultists, but no formal grades exist within the ranks of the Wearers of Purple. Although the cult uses regalia in its rituals and its distant camps
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
are around. The disdain a beholder has for other creatures extends to other beholders. Each beholder believes its form to be an ideal, and that any deviation from that form is a flaw. Beholders vary
has won, including petrified adventurers standing frozen in their horrified final moments, pieces of other beholders, and magic items wrested from powerful foes. A beholder judges its own worth by its acquisitions, and it never willingly parts with its treasures.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Forest of Stone These 20-foot-high caverns are filled with stalagmites, stalactites, and other rock formations, giving this area the appearance of a dense forest of stone. 11a. Standing Gate to
Level 8 Among the rock formations is a standing gate (see “Gates”) formed by a pair of 10-foot-tall stalagmites carved to create the image of giant stone snakes wrapped around them. The points of the
Orc
Legacy
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Species
Volo's Guide to Monsters
Luthic. He predicts that the war will end with Luthic the only deity standing, as the cave mother ascends to rule her warrior children.
Life in the Tribe
Orcs survive through savagery and force of
. These tenets vary from tribe to tribe, and are often based in events that the tribe has experienced. Here are a few examples:
If a dwarf or a human invokes its god upon dying, you must carry the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
center of this henge, a small, checkered game board with stone playing pieces rests on the ground near the dying embers of a campfire.
Each of the eight standing stones is about 20 feet tall and hewn
of Shale in the one made of shale, and Jagu of Chalk (leader of the Chalk Clan korreds) in the one made of chalk. While hidden in this way, the korreds can see their surroundings as though the standing
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
” section in chapter 3.
Scufflecup Rules Each participant fills a teacup with hot tea and places it on the table. The participants then roll initiative. At least one Scufflecup participant is a student who
teacup off the table, using the rules for shoving in the Player’s Handbook. A participant loses the game if their teacup drops to 0 hit points or if their teacup falls off the table.
Scufflecup