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Returning 35 results for 'been born diffusing compels religion'.
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Backgrounds
Curse of Strahd: Character Options
, Religion, or Survival
Languages: Choose two, one of which must be Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon
Equipment: A Monster Hunter's Pack;monster
1
A monster that slaughtered dozens of innocent people spared your life, and you don’t know why.
2
You were born under a dark star. You can feel it watching you, coldly and distantly
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Pious Born with a particular connection to a deity, you have been winning favor with your god since birth. Consult the Pious Quirks table to determine how your faith might influence your personality
finish a long rest. Religious Study. You have advantage on any Intelligence (Religion) check pertaining to your chosen god. Starting Piety. You begin with a piety score of 3 with your chosen god. Pious
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Pious Born with a particular connection to a deity, you have been winning favor with your god since birth. Consult the Pious Quirks table to determine how your faith might influence your personality
finish a long rest. Religious Study. You have advantage on any Intelligence (Religion) check pertaining to your chosen god. Starting Piety. You begin with a piety score of 3 with your chosen god. Pious
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Pious Born with a particular connection to a deity, you have been winning favor with your god since birth. Consult the Pious Quirks table to determine how your faith might influence your personality
finish a long rest. Religious Study. You have advantage on any Intelligence (Religion) check pertaining to your chosen god. Starting Piety. You begin with a piety score of 3 with your chosen god. Pious
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
; they might have been chosen to fulfill the words of a prophecy, because they were born at auspicious times and places, or because they happened to be in a particular place at a certain time. Individual
—perhaps someone familiar with lore about the immortal but not directly inspired by it. Agents typically have proficiency in skills such as Arcana, History, and Religion. Innocent. Some characters have no
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
; they might have been chosen to fulfill the words of a prophecy, because they were born at auspicious times and places, or because they happened to be in a particular place at a certain time. Individual
—perhaps someone familiar with lore about the immortal but not directly inspired by it. Agents typically have proficiency in skills such as Arcana, History, and Religion. Innocent. Some characters have no
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
; they might have been chosen to fulfill the words of a prophecy, because they were born at auspicious times and places, or because they happened to be in a particular place at a certain time. Individual
—perhaps someone familiar with lore about the immortal but not directly inspired by it. Agents typically have proficiency in skills such as Arcana, History, and Religion. Innocent. Some characters have no
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
), or even forces and philosophies that don’t center on deities. Tight Pantheons In contrast to a loose pantheon, a tight pantheon focuses on a single religion whose teachings and edicts embrace a small
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
), or even forces and philosophies that don’t center on deities. Tight Pantheons In contrast to a loose pantheon, a tight pantheon focuses on a single religion whose teachings and edicts embrace a small
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
), or even forces and philosophies that don’t center on deities. Tight Pantheons In contrast to a loose pantheon, a tight pantheon focuses on a single religion whose teachings and edicts embrace a small
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
, smelting, forging, and religion. If the tribe has any spellcasters, this caste includes them. Lashers follow the lead of the tribe’s boss, and enforce their will on other goblins with whips
know a goblin is unlikely to be able to uphold its end of any bargain.
Even when a goblin is born with the ability to become a spellcaster, the knowledge and talent necessary to carry on the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Dwarven Religion Our forebears instill within us the potential for everything that made them great. It is our responsibility to refine that gift into something wonderful.
— Vistra Frostbeard
The
religion of the dwarves is at the root of the societal roles that dwarves follow. Where most other creatures view their deities as ultrapowerful beings who stand forever apart from their worshipers
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Dwarven Religion Our forebears instill within us the potential for everything that made them great. It is our responsibility to refine that gift into something wonderful.
— Vistra Frostbeard
The
religion of the dwarves is at the root of the societal roles that dwarves follow. Where most other creatures view their deities as ultrapowerful beings who stand forever apart from their worshipers
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
have been added in Goblin: Smelly Bottom, Stupid Skull, and Born Toothless, respectively. A detect magic spell reveals the faintest, lingering trace of magic within both fragments of the staff. The
underlings slaughtered, cowardice compels him to retreat to area 7. The others flee to area 8 and team up with any bandits remaining there. A character who inspects the stone fresco and succeeds on a DC 13
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
have been added in Goblin: Smelly Bottom, Stupid Skull, and Born Toothless, respectively. A detect magic spell reveals the faintest, lingering trace of magic within both fragments of the staff. The
underlings slaughtered, cowardice compels him to retreat to area 7. The others flee to area 8 and team up with any bandits remaining there. A character who inspects the stone fresco and succeeds on a DC 13
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
conventional wisdom and seek their fortunes in the wider world. Opinions vary on what compels some halflings to leave home and set off over the farthest hill to explore the unknown. The simplest
explanation is that some folk are born with an overabundance of curiosity. Some say that Arvoreen or Brandobaris is responsible for urging them on, and others point to the stories told by the elders that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
have been added in Goblin: Smelly Bottom, Stupid Skull, and Born Toothless, respectively. A detect magic spell reveals the faintest, lingering trace of magic within both fragments of the staff. The
underlings slaughtered, cowardice compels him to retreat to area 7. The others flee to area 8 and team up with any bandits remaining there. A character who inspects the stone fresco and succeeds on a DC 13
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Dwarven Religion Our forebears instill within us the potential for everything that made them great. It is our responsibility to refine that gift into something wonderful.
— Vistra Frostbeard
The
religion of the dwarves is at the root of the societal roles that dwarves follow. Where most other creatures view their deities as ultrapowerful beings who stand forever apart from their worshipers
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
conventional wisdom and seek their fortunes in the wider world. Opinions vary on what compels some halflings to leave home and set off over the farthest hill to explore the unknown. The simplest
explanation is that some folk are born with an overabundance of curiosity. Some say that Arvoreen or Brandobaris is responsible for urging them on, and others point to the stories told by the elders that
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
conventional wisdom and seek their fortunes in the wider world. Opinions vary on what compels some halflings to leave home and set off over the farthest hill to explore the unknown. The simplest
explanation is that some folk are born with an overabundance of curiosity. Some say that Arvoreen or Brandobaris is responsible for urging them on, and others point to the stories told by the elders that
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
born with a mystical connection to Lolth, which gives them divine magic. They also make up the ruling caste of most chitine colonies. A colony can support numerous choldriths, who serve as commanders
(+1)
DEX
16 (+3)
CON
12 (+1)
INT
11 (+0)
WIS
14 (+2)
CHA
10 (+0)
Skills Athletics +5, Religion +2, Stealth +5
Senses darkvision 60 ft., passive
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
born with a mystical connection to Lolth, which gives them divine magic. They also make up the ruling caste of most chitine colonies. A colony can support numerous choldriths, who serve as commanders
(+1)
DEX
16 (+3)
CON
12 (+1)
INT
11 (+0)
WIS
14 (+2)
CHA
10 (+0)
Skills Athletics +5, Religion +2, Stealth +5
Senses darkvision 60 ft., passive
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
regained its place as the dominant religion of Karrnath, but the Blood of Vol retains a strong following. Communities that practice the faith still use skeletons and zombies as guards or laborers. The
from the deathly Mournland. Karrlakton is the birthplace of kings (both Karrn the Conqueror and Galifar I were born here) and is the center of power for House Deneith. The house’s headquarters
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
born with a mystical connection to Lolth, which gives them divine magic. They also make up the ruling caste of most chitine colonies. A colony can support numerous choldriths, who serve as commanders
(+1)
DEX
16 (+3)
CON
12 (+1)
INT
11 (+0)
WIS
14 (+2)
CHA
10 (+0)
Skills Athletics +5, Religion +2, Stealth +5
Senses darkvision 60 ft., passive
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
regained its place as the dominant religion of Karrnath, but the Blood of Vol retains a strong following. Communities that practice the faith still use skeletons and zombies as guards or laborers. The
from the deathly Mournland. Karrlakton is the birthplace of kings (both Karrn the Conqueror and Galifar I were born here) and is the center of power for House Deneith. The house’s headquarters
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
regained its place as the dominant religion of Karrnath, but the Blood of Vol retains a strong following. Communities that practice the faith still use skeletons and zombies as guards or laborers. The
from the deathly Mournland. Karrlakton is the birthplace of kings (both Karrn the Conqueror and Galifar I were born here) and is the center of power for House Deneith. The house’s headquarters
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Arcana, History, Nature, or Religion skills by this method, as if you were learning a language. A character can learn only one of these skills in this way. Academy Contact How much autonomy you have in
personal gift. 5 Spectral Fragment. A haunted piece of the academy’s collection compels you to complete its secret research. 6 Distant Observer. A mysterious sponsor encourages your research from
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Arcana, History, Nature, or Religion skills by this method, as if you were learning a language. A character can learn only one of these skills in this way. Academy Contact How much autonomy you have in
personal gift. 5 Spectral Fragment. A haunted piece of the academy’s collection compels you to complete its secret research. 6 Distant Observer. A mysterious sponsor encourages your research from
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Arcana, History, Nature, or Religion skills by this method, as if you were learning a language. A character can learn only one of these skills in this way. Academy Contact How much autonomy you have in
personal gift. 5 Spectral Fragment. A haunted piece of the academy’s collection compels you to complete its secret research. 6 Distant Observer. A mysterious sponsor encourages your research from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
13(+1)
Saving Throws Con +5, Wis +6
Skills Intimidation +4, Religion +3
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 13
Languages Common, Dwarvish
Challenge 8
traffic that passes through the gate — and ensures that her associates in the Black Network can come and go freely. Born to a well-off family in Calimshan, Tashlyn has an unfettered sense of superiority
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
holding greataxes. Runes are carved into the door’s surface.
The runes on the door, written in the Dwarvish script, read as follows: In ice and blood, our folk are born.
To our great queen, we
frost giant with an icy beard.
The frost giant entombed in the block of ice is Queen Vassavicken. Characters who succeed on a DC 15 Intelligence (Religion) guess correctly that the visage looking
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the drow destroy the creature immediately. Lolth’s Chosen. Choldriths are born with a
)
CON
12(+1)
INT
11(+0)
WIS
14(+2)
CHA
10(+0)
Skills Athletics +5, Religion +2, Stealth +5
Senses darkvision 60 ft., passive Perception 12
Languages Undercommon
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
consequence of my unwavering faith. In taking my vows, I became the holy sword of my religion. Ranger d6 I became a ranger because … 1 I found purpose while I honed my hunting skills by bringing down
became a sorcerer because … 1 When I was born, all the water in the house froze solid, the milk spoiled, or all the iron turned to copper. My family is convinced that this event was a harbinger of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the drow destroy the creature immediately. Lolth’s Chosen. Choldriths are born with a
)
CON
12(+1)
INT
11(+0)
WIS
14(+2)
CHA
10(+0)
Skills Athletics +5, Religion +2, Stealth +5
Senses darkvision 60 ft., passive Perception 12
Languages Undercommon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
13(+1)
Saving Throws Con +5, Wis +6
Skills Intimidation +4, Religion +3
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 13
Languages Common, Dwarvish
Challenge 8
traffic that passes through the gate — and ensures that her associates in the Black Network can come and go freely. Born to a well-off family in Calimshan, Tashlyn has an unfettered sense of superiority






