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Returning 35 results for 'been bitter diffusing certain restrict'.
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Monsters
The Wild Beyond the Witchlight
):
At will: detect magic, mage hand
2/day each: augury, polymorph
1/day: plane shift (self only)Endelyn, also known by the names Creeping Lyn and Bitter End, is the youngest member of the Hourglass
them from taking certain courses of action in their lives. Her petitioners often learn of a dreadful fate that awaits them but find themselves unable to prevent it due to the cursed terms of their
Species
Mythic Odysseys of Theros
feel smugly superior in my detachment.
2
The meddling of the gods in mortal affairs makes me angry and bitter. I wish they would just leave us all alone!
3
I view the gods as worthy
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
Backgrounds
Sword Coast Adventurer's Guide
You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable
of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don’t restrict their membership to such individuals. The goals and philosophies of the order are more
Species
Acquisitions Incorporated
steeped in a culture, the verdan remain on the lookout for oppression and curtailment of freedoms. They understand the need for laws that protect, but they rail against laws that restrict and oppress
When a verdan character gains an ability score improvement at certain levels, that increase can be tied to a physical mutation at the player’s determination. A boost to Strength might be
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Knight of the Order You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question
of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don’t restrict their membership to such individuals. The goals and philosophies of the order are more important
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Knight of the Order You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question
of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don’t restrict their membership to such individuals. The goals and philosophies of the order are more important
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Knight of the Order You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question
of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don’t restrict their membership to such individuals. The goals and philosophies of the order are more important
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
chapter 8 of the Player’s Handbook for more information on some of the topics discussed below. A number of activities are restricted to certain officers, unless the DM rules otherwise. For example, a
weather conditions restrict visibility, such as in heavy fog. The ship makes a Dexterity check with a bonus equal to the crew’s quality score to determine if it can hide.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
chapter 8 of the Player’s Handbook for more information on some of the topics discussed below. A number of activities are restricted to certain officers, unless the DM rules otherwise. For example, a
weather conditions restrict visibility, such as in heavy fog. The ship makes a Dexterity check with a bonus equal to the crew’s quality score to determine if it can hide.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
chapter 8 of the Player’s Handbook for more information on some of the topics discussed below. A number of activities are restricted to certain officers, unless the DM rules otherwise. For example, a
weather conditions restrict visibility, such as in heavy fog. The ship makes a Dexterity check with a bonus equal to the crew’s quality score to determine if it can hide.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Character and Party Creation Each player has options when it comes to choosing a character race, class, and background, though you may restrict certain options that are deemed unsuitable for the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Character and Party Creation Each player has options when it comes to choosing a character race, class, and background, though you may restrict certain options that are deemed unsuitable for the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Character and Party Creation Each player has options when it comes to choosing a character race, class, and background, though you may restrict certain options that are deemed unsuitable for the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
by some. Most mythals are defensive in nature, designed to restrict the kinds of magic that can be employed in the area they govern, and the most common restrictions are concerned with teleportation
Glaurach, Myth Nantar, and others) has, or had, a mythal protecting it. The ruins of such places are certain to have unpredictable effects related to their damaged or destroyed mythals. WEAVE-AFFECTING
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
by some. Most mythals are defensive in nature, designed to restrict the kinds of magic that can be employed in the area they govern, and the most common restrictions are concerned with teleportation
Glaurach, Myth Nantar, and others) has, or had, a mythal protecting it. The ruins of such places are certain to have unpredictable effects related to their damaged or destroyed mythals. WEAVE-AFFECTING
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
by some. Most mythals are defensive in nature, designed to restrict the kinds of magic that can be employed in the area they govern, and the most common restrictions are concerned with teleportation
Glaurach, Myth Nantar, and others) has, or had, a mythal protecting it. The ruins of such places are certain to have unpredictable effects related to their damaged or destroyed mythals. WEAVE-AFFECTING
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Endelyn Moongrave Endelyn, also known by the names Creeping Lyn and Bitter End, is the youngest member of the Hourglass Coven. People come to her to learn about their futures, which she spells out
through grotesque theatrical pageants. As payment, she snatches away a portion of each client’s free will, preventing them from taking certain courses of action in their lives. Her petitioners often
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Endelyn Moongrave Endelyn, also known by the names Creeping Lyn and Bitter End, is the youngest member of the Hourglass Coven. People come to her to learn about their futures, which she spells out
through grotesque theatrical pageants. As payment, she snatches away a portion of each client’s free will, preventing them from taking certain courses of action in their lives. Her petitioners often
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Endelyn Moongrave Endelyn, also known by the names Creeping Lyn and Bitter End, is the youngest member of the Hourglass Coven. People come to her to learn about their futures, which she spells out
through grotesque theatrical pageants. As payment, she snatches away a portion of each client’s free will, preventing them from taking certain courses of action in their lives. Her petitioners often
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
The meddling of the gods in mortal affairs makes me angry and bitter. I wish they would just leave us all alone!
3 I view the gods as worthy 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 gods, but I roll my eyes at each new twist of fate and try to
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
might give the haunted item the characteristics of a sentient magic item. The most certain way to end a haunting is to complete the unfinished business that keeps a spirit bound to the mortal world. In
lingering curse. A dying dragon might pronounce a bitter magical oath upon any who would plunder the dragon’s hoard, or a living dragon might inscribe a dire warning about the foul magic that will be
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
The meddling of the gods in mortal affairs makes me angry and bitter. I wish they would just leave us all alone!
3 I view the gods as worthy 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 gods, but I roll my eyes at each new twist of fate and try to
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
might give the haunted item the characteristics of a sentient magic item. The most certain way to end a haunting is to complete the unfinished business that keeps a spirit bound to the mortal world. In
lingering curse. A dying dragon might pronounce a bitter magical oath upon any who would plunder the dragon’s hoard, or a living dragon might inscribe a dire warning about the foul magic that will be
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Getting the Quest To begin this quest, read the following boxed text to the players: Just another gruesome day in Ten-Towns: howling wind, bitter cold, foul tempers, and snowdrifts big enough to bury
, return to me to collect your money.”
For the benefit of characters who are new to Ten-Towns, Hlin can explain that certain settlements (Bryn Shander, Easthaven, and Targos) are making humanoid
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
The meddling of the gods in mortal affairs makes me angry and bitter. I wish they would just leave us all alone!
3 I view the gods as worthy 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 gods, but I roll my eyes at each new twist of fate and try to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Getting the Quest To begin this quest, read the following boxed text to the players: Just another gruesome day in Ten-Towns: howling wind, bitter cold, foul tempers, and snowdrifts big enough to bury
, return to me to collect your money.”
For the benefit of characters who are new to Ten-Towns, Hlin can explain that certain settlements (Bryn Shander, Easthaven, and Targos) are making humanoid
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Getting the Quest To begin this quest, read the following boxed text to the players: Just another gruesome day in Ten-Towns: howling wind, bitter cold, foul tempers, and snowdrifts big enough to bury
, return to me to collect your money.”
For the benefit of characters who are new to Ten-Towns, Hlin can explain that certain settlements (Bryn Shander, Easthaven, and Targos) are making humanoid
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
might give the haunted item the characteristics of a sentient magic item. The most certain way to end a haunting is to complete the unfinished business that keeps a spirit bound to the mortal world. In
lingering curse. A dying dragon might pronounce a bitter magical oath upon any who would plunder the dragon’s hoard, or a living dragon might inscribe a dire warning about the foul magic that will be
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
unknowable. The Athar are led by Factol Terrance (neutral good, human Athar null; see Morte’s Planar Parade). While many Defiers become bitter, Terrance remains compassionate, pointing wayward souls
Doomguard holds leverage in many interfactional negotiations. The Doomguard bears a long, bitter, mutual enmity toward the Harmonium, and the Fraternity of Order rejects the Doomguard’s philosophy
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
unknowable. The Athar are led by Factol Terrance (neutral good, human Athar null; see Morte’s Planar Parade). While many Defiers become bitter, Terrance remains compassionate, pointing wayward souls
Doomguard holds leverage in many interfactional negotiations. The Doomguard bears a long, bitter, mutual enmity toward the Harmonium, and the Fraternity of Order rejects the Doomguard’s philosophy
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
certain defeat at the hands of his other enemies. Rool’s betrayal doesn’t make him friendly toward the party. Once Daggerdark is dispatched, Rool continues to fight the adventurers to the bitter end
wrecked upon the waves for this treachery!” A character can use an action to try to persuade the king to stand down or not attack certain targets. That character must succeed on a DC 18 Charisma (Persuasion
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
certain defeat at the hands of his other enemies. Rool’s betrayal doesn’t make him friendly toward the party. Once Daggerdark is dispatched, Rool continues to fight the adventurers to the bitter end
wrecked upon the waves for this treachery!” A character can use an action to try to persuade the king to stand down or not attack certain targets. That character must succeed on a DC 18 Charisma (Persuasion
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
unknowable. The Athar are led by Factol Terrance (neutral good, human Athar null; see Morte’s Planar Parade). While many Defiers become bitter, Terrance remains compassionate, pointing wayward souls
Doomguard holds leverage in many interfactional negotiations. The Doomguard bears a long, bitter, mutual enmity toward the Harmonium, and the Fraternity of Order rejects the Doomguard’s philosophy
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
certain defeat at the hands of his other enemies. Rool’s betrayal doesn’t make him friendly toward the party. Once Daggerdark is dispatched, Rool continues to fight the adventurers to the bitter end
wrecked upon the waves for this treachery!” A character can use an action to try to persuade the king to stand down or not attack certain targets. That character must succeed on a DC 18 Charisma (Persuasion
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
somehow weave new souls for her followers, in the way that Moradin forges new spirits for dwarves? Only those entities know for certain.
Ghaunadaur This entity is most often referred to as That Which
birth of gods can never be known for certain. Keptolo Keptolo shows the way. Feed the vanity of your mistress, and all her treasures shall be yours. Be careful whom you offend, and keep an expendable






