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Returning 18 results for 'bards bonds devising contiguous resolve'.
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Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
A Bard’s Muse Naturally, every bard has a repertoire of songs and stories. Some bards are generalists who can draw from a wide range of topics for each performance, and who take pride in their
versatility. Others adopt a more personal approach to their art, driven by their attachment to a muse — a particular concept that inspires much of what those bards do in front of an audience. A bard who
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
A Bard’s Muse Naturally, every bard has a repertoire of songs and stories. Some bards are generalists who can draw from a wide range of topics for each performance, and who take pride in their
versatility. Others adopt a more personal approach to their art, driven by their attachment to a muse — a particular concept that inspires much of what those bards do in front of an audience. A bard who
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
A Bard’s Muse Naturally, every bard has a repertoire of songs and stories. Some bards are generalists who can draw from a wide range of topics for each performance, and who take pride in their
versatility. Others adopt a more personal approach to their art, driven by their attachment to a muse — a particular concept that inspires much of what those bards do in front of an audience. A bard who
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
townsfolk. Chaotic Neutral. (CN) creatures follow their whims, holding their personal freedom above all else. Many rogues and bards are chaotic neutral. Lawful Evil. (LE) creatures methodically take
help you bring him or her to life as you play the game. Four categories of characteristics are presented here: personality traits, ideals, bonds, and flaws. Beyond those categories, think about your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
townsfolk. Chaotic Neutral. (CN) creatures follow their whims, holding their personal freedom above all else. Many rogues and bards are chaotic neutral. Lawful Evil. (LE) creatures methodically take
help you bring him or her to life as you play the game. Four categories of characteristics are presented here: personality traits, ideals, bonds, and flaws. Beyond those categories, think about your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
townsfolk. Chaotic Neutral. (CN) creatures follow their whims, holding their personal freedom above all else. Many rogues and bards are chaotic neutral. Lawful Evil. (LE) creatures methodically take
help you bring him or her to life as you play the game. Four categories of characteristics are presented here: personality traits, ideals, bonds, and flaws. Beyond those categories, think about your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve. There are two styles you can use when
, and personality. You might be able to determine an NPC’s personality traits, ideals, flaws, and bonds, then play on them to influence the NPC’s attitude. Interactions in D&D are much like interactions
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve. There are two styles you can use when
, and personality. You might be able to determine an NPC’s personality traits, ideals, flaws, and bonds, then play on them to influence the NPC’s attitude. Interactions in D&D are much like interactions
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve. There are two styles you can use when
, and personality. You might be able to determine an NPC’s personality traits, ideals, flaws, and bonds, then play on them to influence the NPC’s attitude. Interactions in D&D are much like interactions
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve. There are two styles you can use when
, and personality. You might be able to determine an NPC’s personality traits, ideals, flaws, and bonds, then play on them to influence the NPC’s attitude. Interactions in D&D are much like interactions
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve. There are two styles you can use when
, and personality. You might be able to determine an NPC’s personality traits, ideals, flaws, and bonds, then play on them to influence the NPC’s attitude. Interactions in D&D are much like interactions
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve. There are two styles you can use when
, and personality. You might be able to determine an NPC’s personality traits, ideals, flaws, and bonds, then play on them to influence the NPC’s attitude. Interactions in D&D are much like interactions
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
above all else, even if it doesn’t benefit anyone.
Horror Character Bonds d12 Bond
1 I desperately need to get back to someone or someplace, but I lost them in the Mists.
2
there.
10 I’m exceptionally cautious, planning laboriously and devising countless contingencies.
11 I have a reputation for defeating a great evil, but that’s a lie and the wicked force
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
above all else, even if it doesn’t benefit anyone.
Horror Character Bonds d12 Bond
1 I desperately need to get back to someone or someplace, but I lost them in the Mists.
2
there.
10 I’m exceptionally cautious, planning laboriously and devising countless contingencies.
11 I have a reputation for defeating a great evil, but that’s a lie and the wicked force
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
above all else, even if it doesn’t benefit anyone.
Horror Character Bonds d12 Bond
1 I desperately need to get back to someone or someplace, but I lost them in the Mists.
2
there.
10 I’m exceptionally cautious, planning laboriously and devising countless contingencies.
11 I have a reputation for defeating a great evil, but that’s a lie and the wicked force
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
individuals in a clan to fall prey to occasional bickering and infighting. Abbathor’s influence affects some dwarves more than others, and even those with the strongest resolve can be tempted to
dedication to its goals strains the bonds between elements that must work together for the clan to prosper. Feuds between artisans drive wedges between families. Dwarf traders strike deals that fail to benefit
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
individuals in a clan to fall prey to occasional bickering and infighting. Abbathor’s influence affects some dwarves more than others, and even those with the strongest resolve can be tempted to
dedication to its goals strains the bonds between elements that must work together for the clan to prosper. Feuds between artisans drive wedges between families. Dwarf traders strike deals that fail to benefit
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
individuals in a clan to fall prey to occasional bickering and infighting. Abbathor’s influence affects some dwarves more than others, and even those with the strongest resolve can be tempted to
dedication to its goals strains the bonds between elements that must work together for the clan to prosper. Feuds between artisans drive wedges between families. Dwarf traders strike deals that fail to benefit






