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Returning 35 results for 'been boss driven certain resolve'.
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Symbol
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most
common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain
Classes
Tasha’s Cauldron of Everything
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to
’ magic aids those who are driven to fight for the way of peace.
Peace Deities
Example Deity
Pantheon
Angharradh
Elven
Berronar Truesilver
Dwarven
Boldrei
Eberron
Classes
Tasha’s Cauldron of Everything
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to
’ magic aids those who are driven to fight for the way of peace.
Peace Deities
Example Deity
Pantheon
Angharradh
Elven
Berronar Truesilver
Dwarven
Boldrei
Eberron
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
opportunity to supervise and dominate such creatures, which have no status at all.
WHO'S THE BOSS?
Goblins pattern the rule of their tribes after the whip-cracking rule of their god, Khurgorbaeyag
Monsters
The Wild Beyond the Witchlight
these visitors enter into an agreement with Bavlorna, she’ll use her powers to resolve their pressing problem in exchange for something of use to her.
Alignment. Neutral evil.
Personality
time: one reflects the past, another reflects the present, and the third reflects the future. These hags are utter wickedness distilled into corporeal forms, driven by a lust for secrets that can be
Monsters
The Wild Beyond the Witchlight
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
reflects the present, and the third reflects the future. These hags are utter wickedness distilled into corporeal forms, driven by a lust for secrets that can be used to manipulate their prey.
Skabatha
Monsters
Mordenkainen Presents: Monsters of the Multiverse
seer nearby. A hulk appears to have little will of its own and is driven to protect its master.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best
Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve that cult, including star spawn. The following powers are unique to specific cults; typically a creature has
Species
Mordenkainen Presents: Monsters of the Multiverse
a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed
of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse
Species
Mordenkainen Presents: Monsters of the Multiverse
Hobgoblins trace their origins to the ancient courts of the Feywild, where they first appeared with their goblin and bugbear kin. Many of them were driven from the Feywild by the conquering god
some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;s petrified flesh came back to life as morkoths: tentacled monstrosities brimming with malice and greed.
Morkoths are driven by greed and selfishness mixed with a yearning for conflict. They hoard
ocean to the void of the Astral Plane. Anything on or within a certain distance of a morkoth’s isle is drawn with it in its journey through the planes. Thus, people from lost civilizations and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Werebat Boss Precious little light reaches this large cave, which is set aside for the werebat boss, a particularly sinister goblin named Mobar. He prefers to remain in hybrid form — his most
with iron-fisted resolve. As a rule, he does not treat with adventurers; he’d rather rob them and feed on their blood. If combat breaks out here, the werebats throughout area 16 investigate, converging
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male
up the adventuring life might be motivated by a desire for treasure—for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Time in the Campaign Most conflicts in a D&D campaign take weeks or months of in-world time to resolve. A typical campaign concludes within a year of in-world time unless you allow the characters to
certain times of year make for great adventure opportunities. Perhaps a ghostly castle appears on a certain hill on the winter solstice every year, or every thirteenth full moon is blood red and fills
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. Giant Patrons Giant Role Group Patron Type Boss Criminal Syndicate Financier Aristocrat Seer Ancient Being Sovereign Sovereign Tutor Academy Warleader Military Force Boss A giant boss wields
size and strength as tools to extract wealth and power from communities of smaller folk. The boss might threaten to harm adventurers or those they care about if they refuse to do the giant’s bidding. Or
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Being Your Own Patron For certain kinds of organizations, you can either join an existing group or found your own. For some players, the idea of running a crime syndicate, inquisitive agency
work. The information in this section applies whether you join an organization or found your own. When you’re the boss, some of the benefits of belonging to an organization become expenses you have
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
hobgoblin general, whose descendants want it back. The ways to resolve these problems aren’t always simple. Certain situations demand straightforward decisions. If Emerald Claw cultists are about to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
you assignments or reward you for achieving certain objectives, but it doesn’t dictate your activities. Adventurers’ guilds, heads of state, immortal beings, inquisitive agencies, religious orders
, and universities are typically highly autonomous. In a player-directed organization, you don’t have a patron because your adventuring party is in charge. You’re the boss; you tell others what to do
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in action.) In such situations, have the characters take turns, though it’s usually not necessary to roll Initiative as you would in a combat encounter. Resolve one character’s actions before moving
something during exploration, you decide whether that action requires an ability check to determine success (as described in the earlier “Resolving Outcomes” section). Certain situations might call
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
certain houses, with idealistic leaders seeking to direct the house along a more responsible path while barons are driven by greed alone. As a prominent part of society, the dragonmarked houses strive
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. There are ways to resolve these problems, but the answers aren’t always simple or obvious. There can certainly be times when decisions are straightforward. If the Emerald Claw is about to detonate a
Motives. Not every conflict is a fight between light and darkness. In Eberron, the vast majority of people are driven by simple motives: Greed. Fear. Pride. Ambition. One person just wants to get some
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Rival Explorers Morgrave University teems with unscrupulous adventurers and researchers driven by avarice. Additionally, the university itself has academic rivals—the University of Wynarn in Aundair
characters solve this problem by breaking the curse rather than killing the rivals, but either way, these foils no longer trouble the characters after they resolve this situation. (A rival group at these levels might consist of an Archmage, an Archpriest, a Spy Master, and a Warrior Commander.)
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs
inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. You can further refine the trigger so the spell
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don’t need to take turns, but the DM listens to every player and decides how to resolve
. In certain situations, particularly combat, the action is more structured and the players (and DM) do take turns choosing and resolving actions. But most of the time, play is fluid and flexible
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
2. Northern Terraces The terraces lining the northern walls are suffused with faerzress, and the myconids reserve these areas for cultivating certain fungi. Water trickling from the walls of this
builders’ circle leader is a pioneering would-be architect and a supporter of Sovereign Phylo. Already driven mad by Zuggtmoy’s spores, Gasbide dreams of bizarre, elaborate structures no myconids
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
certain situations—particularly combat—the action is more structured, and everyone takes turns. Exceptions Supersede General Rules
General rules govern each part of the game. For example, the combat
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
certain situations—particularly combat—the action is more structured, and everyone takes turns. Exceptions Supersede General Rules
General rules govern each part of the game. For example, the combat
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Strixhaven Tracking Sheet The sections on the following pages give special rules for certain aspects of university life. Players can use the sheet below to keep track of the effects of those rules on
combine with the adventures in this book to enhance the flavor of life at a university of magic.
If you find these rules aren’t the best fit for your group, you can run this book’s adventures without those rules, simply narrating the effects of related encounters without using rules to resolve them.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
-building, beast taming, mining, 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
the opportunity to supervise and dominate such creatures, which have no status at all. WHO'S THE BOSS?
Goblins pattern the rule of their tribes after the whip-cracking rule of their god
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, and unyielding resolve. They are deliberate and slow to act, careful to consider their plans and gather their strength before beginning any new enterprise. Once earth cultists resolve to act, they
soul is refined cruelty. He can be driven to fits of blind, unreasoning jealousy if he is outshone by another urbane and attractive individual. Enemies and Allies The Black Earth cultists are highly
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
) check. No ability check is required if the characters use a rope or climbing gear. A goblin clan driven from the Ardeep Forest by wood elves took refuge in the Dripping Caves a little over a month ago
started eating the villagers. Prisoners that the goblins haven’t eaten are doomed to meet a similar fate unless the adventurers intervene. Hark, the goblin boss, isn’t an unreasonable creature. His
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead. The surest way to rid an area of a ghost
is to resolve its unfinished business. A ghost can be destroyed more easily by invoking a weakness tied to its former life. The ghost of a person tortured to death might be killed again by the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
driven by a hunger for life. A wight drains living essence through its attacks. Humanoids slain by a wight’s life-sapping grip reanimate a day later and serve the wight as obedient zombies. Valera
Motives 1d8 The Wight Returned from the Dead To...
1 Challenge anyone who passes near its grave on a certain cursed night.
2 Conquer the land it believes it should rule.
3 Continue
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
can’t feed on the dead, it pursues living creatures and attempts to make corpses of them. Though they gain no nourishment from the corpses they devour, ghouls are driven by an unending hunger that
Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since






