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Returning 35 results for 'starting of race declare verdan'.
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Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
New Race: Verdan The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing
goblinoid things. But then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world
Species
Acquisitions Incorporated
then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world
, particularly those based on physical characteristics such as gender, race, or appearance.
Wide-Eyed and Curious
Verdan are hungry to undertake new challenges and absorb new experiences. When they meet
Species
Mordenkainen Presents: Monsters of the Multiverse
psionic powers and built a great city called Tu’narath. They have since spread throughout the multiverse, starting in outposts outside the Astral Plane, called creches, where time passes and their
astral clouds.
Githyanki who reside in the Astral Plane can live indefinitely.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Cultural Chameleons The clan homes of the Underdark goblinoids who became the verdan covered an enormous area. As the verdan fled to the surface world, they emerged in culturally diverse locations
. Some found themselves near dwarven strongholds, others near elven enclaves, and others near the widespread human settlements of Faerûn. Without a cultural identity or memory of their own, the verdan
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number
30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.
Moon. You are granted the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
description. When starting a new adventure, the DM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
description. When starting a new adventure, the DM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
them later.
Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well.
BUILDING BRUENOR, STEP 1
Bob is sitting down to
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
ability scores, which you determine in step 3. Note these increases and remember to apply them later. Record the traits granted by your race on your character sheet. Be sure to note your starting
1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
. Starting at 3rd level, you can cast the faerie fire spell with this trait. Starting at 5th level, you can also cast the enlarge/reduce spell with this trait. Once you cast faerie fire or enlarge/reduce
, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). Flight. Because of your wings, you have a flying speed equal to your walking speed. You can’t use this flying speed if you’re wearing medium or heavy armor.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Type. You are a Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 35 feet. Darkvision. You can see in dim light within 60 feet of you
incapacitated. Lightning Resistance. You have resistance to lightning damage. Mingle with the Wind. You know the shocking grasp cantrip. Starting at 3rd level, you can cast the feather fall spell with
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were
produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without requiring a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed. Acid Resistance
. You have resistance to acid damage. Amphibious. You can breathe air and water. Call to the Wave. You know the acid splash cantrip. Starting at 3rd level, you can cast the create or destroy water spell
Yuan-ti Pureblood
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Species
Volo's Guide to Monsters
body, thought, and emotion. Freed from the limitations of their human bodies, the yuan-ti used their new abilities to conquer new lands and expand their borders.
One Race, Many Forms
The bodies of all
that the yuan-ti have prepared a special ambush at the end of the pursuit.
Capture, Not Kill
The objective of the yuan-ti as a race is to conquer and enslave others; they don’t espouse the sort
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
chalk to mark lanes on the floor, and multiple students are trying to corral the frogs into a starting position.
A student notices the characters and shouts, “You’re just in time! Want to race these
A Great Frog Race Characters following the student who invited them to the frog race are led to the fireside lounge (area F5) of Firejolt Café. As in the scene above, the student speaking in this
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Waterdeep can undertake research to study its mysterious runes, which can lead to information regarding That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3.) Gorkoh the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
colors in that darkness only as shades of gray. Duergar Magic. Starting at 3rd level, you can cast the enlarge/reduce spell on yourself with this trait, without requiring a material component. Starting
these spells when you cast them with this trait (choose when you select this race). Dwarven Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Starting at 3rd level, you can cast the shield spell with this trait. Starting at 5th level, you can also cast
this race). None of these spells require spell components when you cast them with this trait. Mental Discipline. Your innate psychic defenses grant you advantage on saving throws you make to avoid or
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
discern colors in that darkness only as shades of gray. Gift of the Svirfneblin. Starting at 3rd level, you can cast the disguise self spell with this trait. Starting at 5th level, you can also cast the
when you select this race). Gnomish Magic Resistance. You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells. Svirfneblin Camouflage. When you make a Dexterity (Stealth
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Starting at 3rd level, you can cast the jump spell with this trait. Starting at 5th level, you can also
race). None of these spells require spell components when you cast them with this trait. Psychic Resilience. You have resistance to psychic damage.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Snail Racing The grandstands next to this racecourse are filled with cheering fairgoers ringing bells, swinging rattles, and waving flags. On the starting line, eight giant snails are having their
, fast-paced sport that draws a lively crowd. Characters can participate in the race as snail jockeys, but it costs 1 ticket punch to enter. On the Story Tracker, jot down the names of any characters who
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
harbor and the city’s four hills. Spectators are seldom injured, but it’s a dangerous sport for the dinosaurs and their riders. A typical race day has three races: one for four-legged beasts, one for
two-legged beasts, and one no-holds-barred “unchained” race. Many of the dinosaurs involved are juveniles, since fully grown versions can be too large and too difficult for riders to manage. The
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in
proficiency bonus, regaining all expended uses when you finish a long rest. Starting at 5th level, you can cast the pass without trace spell with this trait, without requiring a material component. Once you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Creating a Race or Subrace This section teaches you how to modify existing races, as well as create new ones. The most important step in customizing or designing races for your campaign is to start
with the story behind the race or subrace you wish to create. Having a firm idea of a race’s story in your campaign will help you make decisions during the creation process. Ask yourself several
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
using magic items you normally couldn’t employ. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your
no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. Supreme Sneak Starting at 9th level
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
your walking speed. Amphibious. You can breathe air and water. Control Air and Water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast the gust of wind spell with this
trait. Starting at 5th level, you can also cast the water walk spell with it. Once you cast any of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
using magic items you normally couldn’t employ. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your
longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. Supreme Sneak Starting at 9th level, you
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
assume the characters are intruders and attack unless Grin Ousstyl is with them. If the characters declare that they have Quenthel Baenre’s permission to be here, they can convince the mages to stand down
(your choice of race) are on an errand for their drow mage master when they run into the party by accident. If the characters state that they have legitimate business in Sorcere, the slaves answer
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. Wind Caller. Starting at 3rd level, you can cast the
using any spell slots you have of 2nd level or higher. Intelligence, Wisdom, or Charisma is your spellcasting ability for it when you cast gust of wind with this trait (choose when you select this race).
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
level to begin Storm King’s Thunder, and Triboar is their ideal starting point (see chapter 2). The trick is to get them from Phandalin to Triboar, which lies east along a trail that cuts across
grasslands and foothills. You can simply declare that the party makes the uneventful journey, or you can offer some reason why they would want to visit Triboar. The town is a good place for them to resupply
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
monstrosities. The climax of the adventure is a race against time as the octopus returns for a final onslaught, with decks flooding, the ship sinking, and characters scrambling through the
disintegrating hull in a race for their lives. If Krell or his minions are still alive, they present an additional obstacle because they also don’t want to go down with the ship. In order for the characters to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. You are a Fey. Size. You are Small. Speed. Your walking speed is 30 feet. Fairy Magic. You know the druidcraft cantrip. Starting at 3rd level, you can cast the faerie fire spell with this trait
. Starting at 5th level, you can also cast the enlarge/reduce spell with this trait. Once you cast faerie fire or enlarge/reduce with this trait, you can’t cast that spell with it again until you finish a long
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Stalker Features Ranger Level Feature 3rd Gloom Stalker Magic, Dread Ambusher, Umbral Sight 7th Iron Mind 11th Stalker’s Flurry 15th Shadowy Dodge Gloom Stalker Magic Starting at 3rd level, you learn
weapon’s damage type. Umbral Sight At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
years old, but they mature and breed quickly. When their elders deem that their numbers are becoming unmanageable, the derro declare war on some other race and surge forth in a reckless horde, fighting
result of cruel experiments on dwarves by mind flayers. Like duergar, the derro were a slave race to the mind flayers, but eventually freed themselves. Born to Madness. The process of their creation
Goblin
Legacy
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Species
Volo's Guide to Monsters
.
Beast Masters and Slave Drivers
Goblins know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Their god
the foresight to declare a successor, often a child or other family member the boss has been able to trust. But such a declaration doesn’t always prevent a mad scramble for influence and allies