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Dungeons & Dragons: Mordenkainen Presents: Monsters of the Multiverse: 1

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Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). They prize ancient artifacts not for their inherent value, but primarily as a mark of status—for a precious trophy proves that its owner survived a delve into a deep and dangerous ruin. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.

Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1. Minotaurs are born with long, tufted tails, but minotaurs of the Ordruun clan (and some others) have their tails docked as part of a coming-of-age ceremony; they find the heavy armor of the Boros legion much more comfortable without a long tail in the way. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. You have proficiency in the Athletics skill, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat. A mask can be used to express a mood or to serve a specific purpose and then might never be used again. Personas can be shared by multiple changelings; a community might be home to three healer changelings, with whoever is on duty adopting the persona of Andrea, the gentle physician. Orcs fear the curse of ruin that is said to plague their race, and tend strongly toward either chaos (accepting their fate), or toward law (rejecting it).

The minotaurs who dwell in the badlands of Phoberos and the remote polis of Skophos are caught between two worlds. Once they reach maturity, though, minotaurs age quickly, rushing headlong through the trials (as they do all aspects of life) to complete them before they pass their peak.If you hit with them, you deal piercing damage equal to ld6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Their horns curl tightly against the sides of their heads to encircle their ears, and manes of shaggy fur — shorter in females — fall over their broad shoulders. You'll also find monsters have been improved to make the lives of Dungeon Masters easier when running combat.

Until the start of your next turn, the first time you or the target of your Help action hits a creature with an attack roll, that creature has disadvantage on the next attack roll that it makes within the next minute. For the time being this is less likely, as the background for these races is available in other literature and can be found if needed, but for races going forward interpretations of races will likely become less and less synched up across experiences at different tables. From a young age, a protector aasimar receives advice and directives that urge to stand against evil. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell.

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