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Returning 35 results for 'bad breaking diffusing combat refuges'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
hag. Over time, “Granny” or “Grampy” convinces the child that it’s okay to do bad deeds—starting with breaking things or wandering without permission, then
Equipment
Combat
Utility
Whimsy
3
1
2
Nobblewort is a fairly common lichen whose bumpy, knobbly texture gives it its name. You can often see a bundle of nobblewort hanging from the
eaves of many village houses as it is said to ward off bad luck and mischievous spirits. Nobblewort can be found clinging to most deciduous trees across the island.
Equipment
Combat
Utility
Whimsy
1
0
10
This coral is seen as a bad omen by most Obojiman fisher folk. Some say that a new clump of witch’s eye coral grows every time a curse is
Equipment
Combat
Utility
Whimsy
6
0
9
Spirit root is called such because many Obojimans believe that if you leave it under your pillow at night it will remove any bad spirits&mdash
Pirate
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
you may roll for a random trinket on the Trinkets table in chapter 5 of the Player’s Handbook), a set of common clothes, and a pouch containing 10 gp
Feature: Bad Reputation
No matter where
you go, people are afraid of you due to your reputation. When you are in a settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
Monsters
Curse of Strahd
Ambusher. During the first round of combat, Pidlwick II has advantage on attack rolls against any creature that hasn't had a turn yet.Club. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType
Ideal. “I wish I could make people happy.”
Bond. “I would like to find someone—anyone—who isn't afraid of me and who enjoys my company.”
Flaw. “When I'm upset, I do bad things.”Poison
Sailor
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a port town.
Variant Feature: Bad
you are in a settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
Urchin
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
Suggested Characteristics
Urchins are
I eat like a pig and have bad manners.
6
I think anyone who’s nice to me is hiding evil intent.
7
I don’t like to bathe.
8
I bluntly say what other people are hinting at
Soldier
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
’ve lost too many friends, and I’m slow to make new ones.
4
I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
5
I can stare down a hell hound without flinching.
6
I enjoy being strong and like breaking things.
7
I have a crude sense of humor.
8
I face problems head-on. A simple, direct
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
scythe. Only a skilled and determined hero can hope to survive single combat with an orc.
Savage and fearless, orc tribes are ever in search of elves, dwarves, and humans to destroy. Motivated by their
while learning to fight, to survive in the wild, and to fear the gods.
The children that can’t endure the rigors of a life of combat are culled from the main body of the tribe, taken into the
Criminal / Spy
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer
.
4
I have a “tell” that reveals when I’m lying.
5
I turn tail and run when things look bad.
6
An innocent person is in prison for a crime that I committed. I’m okay with that.
Backgrounds
Baldur’s Gate: Descent into Avernus
. Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a port town.
Variant Feature: Bad Reputation
If your character has a sailor
minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
Monk
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
. Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of
landscapes of the worlds of D&D, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous
Backgrounds
Baldur’s Gate: Descent into Avernus
only breaking knees when it can plausibly be claimed as an act of personal revenge. Others join up with crews for protection, or with the Guild itself. A few former Guild members have been cast out of
the organization due to incompetence or after offending a more powerful member, and now shuffle for scraps to survive.
You are an experienced criminal with a history of breaking the law. You have
Paladin
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the
your quests? Perhaps you stumbled into a sacred grove or a hidden elven enclave and found yourself called to protect all such refuges of goodness and beauty. Or you might have known from your
Backgrounds
Sword Coast Adventurer's Guide
friends, and I’m slow to make new ones.
4
I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
5
I can stare down a
hell hound without flinching.
6
I enjoy being strong and like breaking things.
7
I have a crude sense of humor.
8
I face problems head-on. A simple, direct solution is the best path to
Monsters
Icewind Dale: Rime of the Frostmaiden
thin cloak of mist forms around her. Blades of ice grow out of her body at odd angles, breaking off before they get too long. When she moves, her body crackles.
In this form, Auril creates weapons of
ice with which to combat foes. These weapons are supernaturally resilient until Auril discards them, whereupon they break and melt like normal ice.
Auril the Frostmaiden
Auril the Frostmaiden is a
Backgrounds
Baldur’s Gate: Descent into Avernus
can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your
a pig and have bad manners.
6
I think anyone who’s nice to me is hiding evil intent.
7
I don’t like to bathe.
8
I bluntly say what other people are hinting at or hiding
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Size A creature or an object belongs to a size category: Tiny, Small, Medium, Large, Huge, or Gargantuan. A creature’s size determines how much space the creature occupies in combat. An object’s size affects its Hit Points. See also “Breaking Objects” and chapter 1 (“Combat”).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Size A creature or an object belongs to a size category: Tiny, Small, Medium, Large, Huge, or Gargantuan. A creature’s size determines how much space the creature occupies in combat. An object’s size affects its Hit Points. See also “Breaking Objects” and “Playing the Game” (“Combat”).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Size A creature or an object belongs to a size category: Tiny, Small, Medium, Large, Huge, or Gargantuan. A creature’s size determines how much space the creature occupies in combat. An object’s size affects its Hit Points. See also “Breaking Objects” and “Playing the Game” (“Combat”).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Size A creature or an object belongs to a size category: Tiny, Small, Medium, Large, Huge, or Gargantuan. A creature’s size determines how much space the creature occupies in combat. An object’s size affects its Hit Points. See also “Breaking Objects” and chapter 1 (“Combat”).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Size A creature or an object belongs to a size category: Tiny, Small, Medium, Large, Huge, or Gargantuan. A creature’s size determines how much space the creature occupies in combat. An object’s size affects its Hit Points. See also “Breaking Objects” and chapter 1 (“Combat”).
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Size A creature or an object belongs to a size category: Tiny, Small, Medium, Large, Huge, or Gargantuan. A creature’s size determines how much space the creature occupies in combat. An object’s size affects its Hit Points. See also “Breaking Objects” and “Playing the Game” (“Combat”).
Backgrounds
Baldur’s Gate: Descent into Avernus
I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
5
I can stare down a hell hound without flinching.
6
I enjoy being
strong and like breaking things.
7
I have a crude sense of humor.
8
I face problems head-on. A simple, direct solution is the best path to success.
d6
Ideal
1
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
as in combat, interactions with objects are limited: one free interaction per turn. That interaction must occur during a creature’s movement or action. Any additional interactions require the Utilize
action, as explained in “Combat” later in this chapter. Finding Hidden Objects When your character searches for hidden things, such as a secret door or a trap, the DM typically asks you to make a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
as in combat, interactions with objects are limited: one free interaction per turn. That interaction must occur during a creature’s movement or action. Any additional interactions require the Utilize
action, as explained in “Combat” later in this chapter. Finding Hidden Objects When your character searches for hidden things, such as a secret door or a trap, the DM typically asks you to make a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
as in combat, interactions with objects are limited: one free interaction per turn. That interaction must occur during a creature’s movement or action. Any additional interactions require the Utilize
action, as explained in “Combat” later in this chapter. Finding Hidden Objects When your character searches for hidden things, such as a secret door or a trap, the DM typically asks you to make a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
as in combat, interactions with objects are limited: one free interaction per turn. That interaction must occur during a creature’s movement or action. Any additional interactions require the Utilize
action, as explained in “Combat” later in this chapter. Finding Hidden Objects When your character searches for hidden things, such as a secret door or a trap, the DM typically asks you to make a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
as in combat, interactions with objects are limited: one free interaction per turn. That interaction must occur during a creature’s movement or action. Any additional interactions require the Utilize
action, as explained in “Combat” later in this chapter. Finding Hidden Objects When your character searches for hidden things, such as a secret door or a trap, the DM typically asks you to make a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
take our chances,” he says, whether he is breaking up a card game that has turned violent or refusing the pleas of adventurers trapped at the bottom of the well who are unable to pay for a ride up
. My friends and family are long gone. I love this place, but I try not to get attached to the people here. I’ll outlive them all. Lucky me. Flaw: Heartless. If you want sympathy, the Temple of Ilmater is in the Sea Ward. No matter how bad things are, you’ll be gone in a blink of an eye.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
take our chances,” he says, whether he is breaking up a card game that has turned violent or refusing the pleas of adventurers trapped at the bottom of the well who are unable to pay for a ride up
. My friends and family are long gone. I love this place, but I try not to get attached to the people here. I’ll outlive them all. Lucky me. Flaw: Heartless. If you want sympathy, the Temple of Ilmater is in the Sea Ward. No matter how bad things are, you’ll be gone in a blink of an eye.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
as in combat, interactions with objects are limited: one free interaction per turn. That interaction must occur during a creature’s movement or action. Any additional interactions require the Utilize
action, as explained in “Combat” later in this chapter. Finding Hidden Objects When your character searches for hidden things, such as a secret door or a trap, the DM typically asks you to make a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
take our chances,” he says, whether he is breaking up a card game that has turned violent or refusing the pleas of adventurers trapped at the bottom of the well who are unable to pay for a ride up
. My friends and family are long gone. I love this place, but I try not to get attached to the people here. I’ll outlive them all. Lucky me. Flaw: Heartless. If you want sympathy, the Temple of Ilmater is in the Sea Ward. No matter how bad things are, you’ll be gone in a blink of an eye.
Backgrounds
Sword Coast Adventurer's Guide
tales from my military experience relevant to almost every combat situation.
5
I can stare down a hell hound without flinching.
6
I enjoy being strong and like breaking things.
7
I have






