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Returning 35 results for 'bad border diffusing counting reason'.
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Species
Mythic Odysseys of Theros
need in their shimmering homeland and knowing the treachery of strangers.
Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world
adversaries—incredibly clever and well-prepared to play a long game but ultimately doomed to lose their games.
4
I’m certain every bad thing that happens can ultimately be blamed on the
Monsters
Eberron: Rising from the Last War
use its Stomp action, but makes three extra turret attacks when it takes the Multiattack action option.
“Landro” (Colossus WX-33) is partially phased into a mountainside on the border of
is built to carry wizards, artificers, magewrights, and elite troops. For this reason, these constructs are largely hollow on the inside, with tunnels, ladders, storage areas, and observation decks
Backgrounds
Sword Coast Adventurer's Guide
;t a native, your reason for leaving “home” probably has something to do with getting away from a bad situation.
Feature: All Eyes on You
Your accent, mannerisms, figures of
provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.
d6
Reason
d6
Reason
1
Emissary
4
Pilgrim
Backgrounds
Baldur’s Gate: Descent into Avernus
a frivolous lark. You’ve maintained a solitary vigil outside the cavern entrance ever since.
2
You crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less
past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society.
Work with your DM to
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
changes in the prevailing winds that they regarded as a bad omen.
Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air
.
Great Purpose
Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one
between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one
between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
that reason, there's a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one
between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
replaced by the eastern portion of the Kron Hills and the western border of the Gnarley Forest. Instead of Red Larch, the starting town of the adventure is Hommlet. The adventure content described in
easily be set along Verbobonc’s river wharves. You can add Summit Hall and the Haunted Keeps as they stand to the area around Hommlet; there is no reason places such as these couldn’t be located in this
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
replaced by the eastern portion of the Kron Hills and the western border of the Gnarley Forest. Instead of Red Larch, the starting town of the adventure is Hommlet. The adventure content described in
easily be set along Verbobonc’s river wharves. You can add Summit Hall and the Haunted Keeps as they stand to the area around Hommlet; there is no reason places such as these couldn’t be located in this
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
replaced by the eastern portion of the Kron Hills and the western border of the Gnarley Forest. Instead of Red Larch, the starting town of the adventure is Hommlet. The adventure content described in
easily be set along Verbobonc’s river wharves. You can add Summit Hall and the Haunted Keeps as they stand to the area around Hommlet; there is no reason places such as these couldn’t be located in this
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
deal with than the average member of the city watch. If your character’s backstory doesn’t already include a personage of this sort, you could work with your DM to come up with a reason why an
1 The pirate captain on whose ship you once served; what you call moving on, the captain calls mutiny 2 A master spy to whom you unwittingly fed bad information, which led to the assassination of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
deal with than the average member of the city watch. If your character’s backstory doesn’t already include a personage of this sort, you could work with your DM to come up with a reason why an
1 The pirate captain on whose ship you once served; what you call moving on, the captain calls mutiny 2 A master spy to whom you unwittingly fed bad information, which led to the assassination of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
deal with than the average member of the city watch. If your character’s backstory doesn’t already include a personage of this sort, you could work with your DM to come up with a reason why an
1 The pirate captain on whose ship you once served; what you call moving on, the captain calls mutiny 2 A master spy to whom you unwittingly fed bad information, which led to the assassination of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of the Towering Wood, asserting that the farmlands that border these woods are now part of the Eldeen Reaches. The Great Druid is a figure of legend, a powerful mystic who serves as the spiritual
, consider whether you have ties to one of these traditions, and what led you to leave your order. Are you on a mission? Are you exploring the world? Have you been banished, with good reason or otherwise?
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Mourning No one knows the reason for what happened on 20 Olarune 994 YK. Though it had been battered, Cyre stood defiant; Cyran soldiers had recently driven deep into Karrnathi territory and were
characters.) In the days immediately following the Mourning, many assumed that the mist would continue to spread. Intense panic slowly turned to curiosity as it became clear that the border had stabilized
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Mourning No one knows the reason for what happened on 20 Olarune 994 YK. Though it had been battered, Cyre stood defiant; Cyran soldiers had recently driven deep into Karrnathi territory and were
characters.) In the days immediately following the Mourning, many assumed that the mist would continue to spread. Intense panic slowly turned to curiosity as it became clear that the border had stabilized
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Mourning No one knows the reason for what happened on 20 Olarune 994 YK. Though it had been battered, Cyre stood defiant; Cyran soldiers had recently driven deep into Karrnathi territory and were
characters.) In the days immediately following the Mourning, many assumed that the mist would continue to spread. Intense panic slowly turned to curiosity as it became clear that the border had stabilized
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of the Towering Wood, asserting that the farmlands that border these woods are now part of the Eldeen Reaches. The Great Druid is a figure of legend, a powerful mystic who serves as the spiritual
, consider whether you have ties to one of these traditions, and what led you to leave your order. Are you on a mission? Are you exploring the world? Have you been banished, with good reason or otherwise?
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of the Towering Wood, asserting that the farmlands that border these woods are now part of the Eldeen Reaches. The Great Druid is a figure of legend, a powerful mystic who serves as the spiritual
, consider whether you have ties to one of these traditions, and what led you to leave your order. Are you on a mission? Are you exploring the world? Have you been banished, with good reason or otherwise?
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
some respects this area has never truly deserved its bad reputation. Yes, aside from the Field Ward, this is the area where most of Waterdeep’s poor reside. Yes, it is home to some of the least
often have no sign at all. You either know where you are going and have reason to be there — or you are lost, and a likely mark for pickpockets or worse. Streetlamps don’t fare well in the Dock Ward
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
fight in the war, how and why did they remain on the sidelines? Did they oppose the war? Did they do something to avoid conscription, or was there a reason they were considered unsuitable for service
of Cyre, or do they have other ideas for the nation’s future? For example, when an Aundairan player character meets a group of Eldeen druids, it’s an opportunity to exploit the bad blood between
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
fight in the war, how and why did they remain on the sidelines? Did they oppose the war? Did they do something to avoid conscription, or was there a reason they were considered unsuitable for service
of Cyre, or do they have other ideas for the nation’s future? For example, when an Aundairan player character meets a group of Eldeen druids, it’s an opportunity to exploit the bad blood between
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. “Not a bad place to die,” the mage says with mild amusement. The doppelganger posing as Gargosh doesn’t take part in the fight, remaining on the fringes of the battle and rooting for the characters to
to make haste and catch up with him!”
Characters who have reason to suspect Gargosh might be lying or holding back information can make a DC 16 Wisdom (Insight) check. A character who succeeds on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
some respects this area has never truly deserved its bad reputation. Yes, aside from the Field Ward, this is the area where most of Waterdeep’s poor reside. Yes, it is home to some of the least
often have no sign at all. You either know where you are going and have reason to be there — or you are lost, and a likely mark for pickpockets or worse. Streetlamps don’t fare well in the Dock Ward
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. “Not a bad place to die,” the mage says with mild amusement. The doppelganger posing as Gargosh doesn’t take part in the fight, remaining on the fringes of the battle and rooting for the characters to
to make haste and catch up with him!”
Characters who have reason to suspect Gargosh might be lying or holding back information can make a DC 16 Wisdom (Insight) check. A character who succeeds on
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. “Not a bad place to die,” the mage says with mild amusement. The doppelganger posing as Gargosh doesn’t take part in the fight, remaining on the fringes of the battle and rooting for the characters to
to make haste and catch up with him!”
Characters who have reason to suspect Gargosh might be lying or holding back information can make a DC 16 Wisdom (Insight) check. A character who succeeds on
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, Gullop XIX flees to area D11 and makes his final stand there, counting on the bullywug knights to cover his escape. As the king flees, Snoodle and the unarmed bullywugs jump into the lake and swim to
lap—Bavlorna’s Big Book of Bad Blood—in which the hag’s displeasure with her enemies is spelled out in detail. He procured the book from a darkling merchant (see area B10), who stole it from Bavlorna
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
itself to give its fellows time to collapse a nearby tunnel and prevent invaders from getting to the rest of the tribe. All kobolds know that fleeing from danger, especially against bad odds, is the smart
sacrifice when it presents itself. This practice contributes to the reason why most common folk (and adventurers) think kobolds are stupid as well as weak; they’ve seen or heard of a lone kobold trying to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
space also reflects the area it needs to fight effectively. For that reason, there’s a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight
that fills its space.
Ranges. To determine the range on a grid between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
space also reflects the area it needs to fight effectively. For that reason, there’s a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight
that fills its space.
Ranges. To determine the range on a grid between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
itself to give its fellows time to collapse a nearby tunnel and prevent invaders from getting to the rest of the tribe. All kobolds know that fleeing from danger, especially against bad odds, is the smart
sacrifice when it presents itself. This practice contributes to the reason why most common folk (and adventurers) think kobolds are stupid as well as weak; they’ve seen or heard of a lone kobold trying to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
itself to give its fellows time to collapse a nearby tunnel and prevent invaders from getting to the rest of the tribe. All kobolds know that fleeing from danger, especially against bad odds, is the smart
sacrifice when it presents itself. This practice contributes to the reason why most common folk (and adventurers) think kobolds are stupid as well as weak; they’ve seen or heard of a lone kobold trying to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
some respects this area has never truly deserved its bad reputation. Yes, aside from the Field Ward, this is the area where most of Waterdeep’s poor reside. Yes, it is home to some of the least
often have no sign at all. You either know where you are going and have reason to be there — or you are lost, and a likely mark for pickpockets or worse. Streetlamps don’t fare well in the Dock Ward
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
fight in the war, how and why did they remain on the sidelines? Did they oppose the war? Did they do something to avoid conscription, or was there a reason they were considered unsuitable for service
of Cyre, or do they have other ideas for the nation’s future? For example, when an Aundairan player character meets a group of Eldeen druids, it’s an opportunity to exploit the bad blood between






