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Returning 35 results for 'barriers bad diffusing contrast realize'.
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Monsters
Curse of Strahd
, instead assuming that the guests had died in their sleep.
But Strahd was not fooled. He came to realize fairly quickly that the clockwork effigy had begun to display a murderous nature. Rather than have
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
Soulknife
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Tasha’s Cauldron of Everything
Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind
, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves&rsquo
Backgrounds
Sword Coast Adventurer's Guide
few miles from where they were born.
You aren’t one of those folk.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are
hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
hold and controls their actions. In contrast, lizardfolk see emotions as traits assigned to other creatures, objects, and situations. A lizardfolk doesn’t think, “I’m scared.&rdquo
you from using them at every opportunity.
7
You appreciate the soft humanoids who realize they need chain mail and swords to match the gifts you were born with.
8
You enjoy eating your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Saving Throws In contrast to an ability check, a saving throw is an instant response to an effect and is almost never made by choice. A saving throw makes the most sense when something bad threatens
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Saving Throws In contrast to an ability check, a saving throw is an instant response to an effect and is almost never made by choice. A saving throw makes the most sense when something bad threatens
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Saving Throws In contrast to an ability check, a saving throw is an instant response to an effect and is almost never made by choice. A saving throw makes the most sense when something bad threatens
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Mapping a Wilderness In contrast to a dungeon, an outdoor setting presents seemingly limitless options. The adventurers can move in any direction over a trackless desert or an open grassland, so how
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Mapping a Wilderness In contrast to a dungeon, an outdoor setting presents seemingly limitless options. The adventurers can move in any direction over a trackless desert or an open grassland, so how
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Mapping a Wilderness In contrast to a dungeon, an outdoor setting presents seemingly limitless options. The adventurers can move in any direction over a trackless desert or an open grassland, so how
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
adventures, particularly as they contrast with what majorities consider the status quo. In folk horror tales, characters often discover that their beliefs aren’t as universally held as they assumed, and
traditions beyond their understanding. Alternatively, characters might realize their own beliefs are lies as others reveal unsettling truths. Communities that ascribe to the traditions of folk horror
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
adventures, particularly as they contrast with what majorities consider the status quo. In folk horror tales, characters often discover that their beliefs aren’t as universally held as they assumed, and
traditions beyond their understanding. Alternatively, characters might realize their own beliefs are lies as others reveal unsettling truths. Communities that ascribe to the traditions of folk horror
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
adventures, particularly as they contrast with what majorities consider the status quo. In folk horror tales, characters often discover that their beliefs aren’t as universally held as they assumed, and
traditions beyond their understanding. Alternatively, characters might realize their own beliefs are lies as others reveal unsettling truths. Communities that ascribe to the traditions of folk horror
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
thing to do, but they are smart enough to realize that the strategic death of an individual can buy valuable time for the rest of the tribe, and each individual reluctantly accepts this need for
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
thing to do, but they are smart enough to realize that the strategic death of an individual can buy valuable time for the rest of the tribe, and each individual reluctantly accepts this need for
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
thing to do, but they are smart enough to realize that the strategic death of an individual can buy valuable time for the rest of the tribe, and each individual reluctantly accepts this need for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
something, think of it in terms of what a very high or low score in those two abilities might mean.
A character with a high Wisdom but low Intelligence is aware of the surroundings but is bad at
.
In contrast, a character with high Intelligence and low Wisdom is probably oblivious but clever. The character might not spot the clean section of wall but, if asked about it, could immediately
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
something, think of it in terms of what a very high or low score in those two abilities might mean.
A character with a high Wisdom but low Intelligence is aware of the surroundings but is bad at
.
In contrast, a character with high Intelligence and low Wisdom is probably oblivious but clever. The character might not spot the clean section of wall but, if asked about it, could immediately
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
something, think of it in terms of what a very high or low score in those two abilities might mean.
A character with a high Wisdom but low Intelligence is aware of the surroundings but is bad at
.
In contrast, a character with high Intelligence and low Wisdom is probably oblivious but clever. The character might not spot the clean section of wall but, if asked about it, could immediately
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Bad Data The modron leader X01 isn’t just damaged—its mind has been overwhelmed. This is a result of flawed orders X01 received when it left Mechanus during the last Great Modron March, but more so
investigates X01’s body might realize that within the damaged panel is enough room for the mimir. If a character inserts the mimir into X01, the hexton reactivates a moment later. This has multiple effects
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Bad Data The modron leader X01 isn’t just damaged—its mind has been overwhelmed. This is a result of flawed orders X01 received when it left Mechanus during the last Great Modron March, but more so
investigates X01’s body might realize that within the damaged panel is enough room for the mimir. If a character inserts the mimir into X01, the hexton reactivates a moment later. This has multiple effects
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Bad Data The modron leader X01 isn’t just damaged—its mind has been overwhelmed. This is a result of flawed orders X01 received when it left Mechanus during the last Great Modron March, but more so
investigates X01’s body might realize that within the damaged panel is enough room for the mimir. If a character inserts the mimir into X01, the hexton reactivates a moment later. This has multiple effects
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
buy. Zhentarim agents traveling to and from Mantol-Derith have recently passed on information and rumors concerning demonic activity in the Underdark. The organization’s members have yet to realize the
knows that demons at large in the world are bad for business. The organization thus views the possible presence of the demon lords in the Underdark with the same concern as any other external threat
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
buy. Zhentarim agents traveling to and from Mantol-Derith have recently passed on information and rumors concerning demonic activity in the Underdark. The organization’s members have yet to realize the
knows that demons at large in the world are bad for business. The organization thus views the possible presence of the demon lords in the Underdark with the same concern as any other external threat
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
buy. Zhentarim agents traveling to and from Mantol-Derith have recently passed on information and rumors concerning demonic activity in the Underdark. The organization’s members have yet to realize the
knows that demons at large in the world are bad for business. The organization thus views the possible presence of the demon lords in the Underdark with the same concern as any other external threat
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
realize what the party is up to, they immediately suspect the characters are out to make them look bad. In that case, they become surly and tight-lipped. All the militia guards have been assured by
superiors and fellow guards, and she doesn’t need any more trouble in that area. If she’s reassured that the characters aren’t trying to make the militia look bad, Jute gives a frank account of her
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
realize what the party is up to, they immediately suspect the characters are out to make them look bad. In that case, they become surly and tight-lipped. All the militia guards have been assured by
superiors and fellow guards, and she doesn’t need any more trouble in that area. If she’s reassured that the characters aren’t trying to make the militia look bad, Jute gives a frank account of her
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
realize what the party is up to, they immediately suspect the characters are out to make them look bad. In that case, they become surly and tight-lipped. All the militia guards have been assured by
superiors and fellow guards, and she doesn’t need any more trouble in that area. If she’s reassured that the characters aren’t trying to make the militia look bad, Jute gives a frank account of her
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing
a native, your reason for leaving “home” probably has something to do with getting away from a bad situation.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing
a native, your reason for leaving “home” probably has something to do with getting away from a bad situation.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing
a native, your reason for leaving “home” probably has something to do with getting away from a bad situation.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
off bad luck or to bring good fortune. Villages or even families might have superstitions observed by no one else, such as the following:
For a safe journey through a forest, leave a few seeds or a
looks like a plucked chicken, know that Charmalaine is near — and heed her warning. Put a frog under your cap to bring good luck, but not for too long, or it’s bad luck for a fortnight. If you step on a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
off bad luck or to bring good fortune. Villages or even families might have superstitions observed by no one else, such as the following:
For a safe journey through a forest, leave a few seeds or a
looks like a plucked chicken, know that Charmalaine is near — and heed her warning. Put a frog under your cap to bring good luck, but not for too long, or it’s bad luck for a fortnight. If you step on a
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
damage other minions with this attack.
Outnumbered? Switch to area-of-effect powers. Otherwise you’re gonna have a bad day, which will probably last the rest of your life.
The Sun, Senior
creatures succeeding on their saving throw. By contrast, under this book’s minion rules, spellcasters still have a good reason to use high-level spells against minions.
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
damage other minions with this attack.
Outnumbered? Switch to area-of-effect powers. Otherwise you’re gonna have a bad day, which will probably last the rest of your life.
The Sun, Senior
creatures succeeding on their saving throw. By contrast, under this book’s minion rules, spellcasters still have a good reason to use high-level spells against minions.






