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Returning 35 results for 'before bare deciding cultures rules'.
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Backgrounds
Baldur’s Gate: Descent into Avernus
and the bugbear became friends.
6
Last winter, you dove into the frigid river to haul out a foundering fishing boat with your bare hands, saving all aboard. Now, everyone on the docks knows your
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Middle Path Many DMs find that using a combination of the two approaches works best. By balancing the use of dice against deciding on success, you can encourage your players to strike a balance
between relying on their bonuses and abilities and paying attention to the game and immersing themselves in its world. Remember that dice don’t run your game — you do. Dice are like rules. They’re
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
session and for creating situations that facilitate fun. Improviser. A big part of being the DM is deciding how to apply the rules as you go and imagining the consequences of the characters’ actions in a
way that will make the game fun for everyone. Referee. When it’s not clear what ought to happen next, the DM decides how to apply the rules. Storyteller. The DM crafts adventures, setting situations in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
session and for creating situations that facilitate fun. Improviser. A big part of being the DM is deciding how to apply the rules as you go and imagining the consequences of the characters’ actions in a
way that will make the game fun for everyone. Referee. When it’s not clear what ought to happen next, the DM decides how to apply the rules. Storyteller. The DM crafts adventures, setting situations in
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Chapter 1: This Is Your Life The character creation rules in the Player’s Handbook provide all the information you need to define your character in preparation for a life of adventuring. What they
experience before deciding to become an adventurer? What were the circumstances of your birth? How large is your family, and what sorts of relationships do you have with your relatives? Which people
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
across the multiverse and contribute to many different cultures. Members of most species live for about 80 years, with exceptions noted in the text about the species in this chapter. Regardless of life
following parts. Creature Type. A character’s species determines the character’s creature type, which is described in the rules glossary. Every species in this chapter is Humanoid; playable non
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
across the multiverse and contribute to many different cultures. Members of most species live for about 80 years, with exceptions noted in the text about the species in this chapter. Regardless of life
following parts. Creature Type. A character’s species determines the character’s creature type, which is described in the rules glossary. Every species in this chapter is Humanoid; playable non
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
your own. All these worlds share characteristics, but each world is set apart by its own history and cultures, distinctive monsters and races, fantastic geography, ancient dungeons, and scheming
a central role in the Dragonlance setting. But they’re all D&D worlds, and you can use the rules here to create a character and play in any one of them. Your DM might set the campaign on one of these
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your own. All these worlds share characteristics, but each world is set apart by its own history and cultures, distinctive monsters and races, fantastic geography, ancient dungeons, and scheming
a central role in the Dragonlance setting. But they’re all D&D worlds, and you can use the rules here to create a character and play in any one of them. Your DM might set the campaign on one of these
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
closely tied to the distant land of Xen’drik. The following optional rules are a way to explore this aspect of the setting. Optional Rule: Common Languages
Common is the language of the Five Nations
regions or cultures. The DM may change the languages assigned to a monster or NPC to reflect this.
Giant is the common tongue of Xen’drik. It is rarely encountered on Khorvaire. Monsters in Khorvaire
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
it has several different abilities, but simply deciding that an item is always active or can be used a fixed number of times per day is easier to manage. Power Level If you make an item that lets a
column suggests an appropriate bonus based on the item’s rarity. Attunement Decide whether the item requires a character to be attuned to it to use its properties. Use these rules of thumb to help you
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
character’s backstory, consider how the gods have influenced your life. The gods are pervasive in the stories and cultures of Theros, and even their devout followers shouldn’t feel bound to choose a faith
Nymosyne had her contest interrupted by a cyclops attack, she threw her rival at the creature, then snapped the brute’s neck with her bare hands.
Perhaps most dramatically, though, was the recent victory
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
actions in the game don’t change the nuts and bolts of the rules, but they make all the difference in the feel of a campaign. Similarly, a class doesn’t need new rules to reflect a cultural influence; a
character works just fine in a game inspired by medieval Asian cultures. Wuxia Weapon Names Having players refer to a tetsubo or a katana rather than a greatclub or a longsword can enhance the flavor
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Angels in the Outlands CoupleOfKooks “If you think you’re prepared for the ultimate struggle between good and evil, the deciding contest between all that is righteous and all that is foul, then to
is called Spireball. The modron happily explains the game’s rules, its stakes, and the two teams, all of which are detailed below. Good versus Evil Two teams—the Noxious Stampede and the Righteous
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
rules or once ruled, adventurers might find monuments built to honor great leaders, gods, and cultures. Use the Monuments table for inspiration, or randomly roll to determine what monument the adventurers
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
” later in this chapter) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The DM has the ultimate say on whether a skill is
convincing lie, or wear a disguise convincingly. History Intelligence Recall lore about historical events, people, nations, and cultures. Insight Wisdom Discern a person’s mood and intentions. Intimidation
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
involved.” Sometimes the rules allow for any one of two or more proficiencies to apply to a check. When deciding what check a character should make, be generous in determining if the character’s
each ability is used for. (Constitution checks are rare, as tests of a character’s endurance are usually passive or reactive, making a saving throw more appropriate.) Proficiency When the rules or a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
behind it.
Bookshelves. Carved into the west, south, and east walls are rows of bookshelves. Five books rest on one of the southern shelves; all the other shelves are bare.
Two of the five books are
mirror is one of Halaster’s magic gates (see “Gates”).
Etched into the bottom of the mirror’s stone frame are the letters T-U-O-Y-A-W (a reflection of W-A-Y-O-U-T). This gate’s rules are as follows
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
" later in this chapter) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The DM has the ultimate say on whether a skill is
convincing lie, or wear a disguise convincingly. History Intelligence Recall lore about historical events, people, nations, and cultures. Insight Wisdom Discern a person’s mood and intentions. Intimidation
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
around me intended to speak with the Daughters of Sora Kell. All I could think about was the stories my grandmother used to tell me. Sora Maenya can crush a giant with her bare hands. She can eat the
frightening member of the Daughters of Sora Kell!
When I could set aside my sheer terror, I was learning a great deal about this strange nation. The Daughters invested power in warlords, each of whom rules a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Poison, magic, or anything else that would directly interfere with beast or rider is strictly forbidden—though over the years we’ve certainly seen imaginative attempts to stretch the rules!
Dura
fellow named Carralag, and his supporters are quite passionate about their winged champion.
As befits a metropolis that boasts people of all cultures, Sharn hosts a wide variety of sports and athletic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Halaster’s gates (see “Gates”). Carved into the arch’s keystone is a hand-shaped indentation with a sigil representing magic scribed into the palm. Its rules are as follows: Casting the mage hand
until the item is washed. The stench is not as potent as a troglodyte’s Stench trait and imposes no conditions on those who catch a whiff of it.
The drow mage is deciding whether to kill the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
different races or cultures. The bardic colleges might be closed to everyone except elves, dragonborn might be the only creatures capable of becoming sorcerers, and all warlocks in your world might be human
who specialize in that school are gnomes. Different human cultures produce warlocks with different pacts, and so on. Similarly, different cleric domains might reflect entirely separate religions
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Human Names and Ethnicities Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as
, Ramondo VARIANT HUMAN TRAITS
If your campaign uses the optional feat rules from chapter 6, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
a bristly cube of interlocking spears. Each spear barricade has these rules.
Difficult Terrain. The barricade is Difficult Terrain. A creature that moves through the barricade takes 1d6 Piercing
item. F5: Training Hall This training hall holds bare weapon racks and four straw-stuffed targets painted with bullseyes.
Two hobgoblin archers fire at the targets.
Unless they were called elsewhere
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
overlooking a vast, water-filled cavern. The elf is dressed in the finest attire and is dipping his bare feet in the murky water. “Care to join me?” he asks with a wry smile.
The figure dipping his feet in
feet of the tent and is unaware of the traps steps on one (see chapter 5, “Equipment,” in the Player’s Handbook for hunting trap rules). Treasure. In addition to her weapons and traps, Rystia
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, communicate your expectations about these rules to the players ahead of time. If you don’t plan on tracking Rations, tell your players that before they spend an hour purchasing supplies for their
how well the ground shows signs of a creature’s passage. No roll is necessary in situations where the tracks are obvious, such as following an army along a muddy road. Spotting tracks on bare rock is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
those conventions. Players and Inspiration. Remember that a player with inspiration can award it to another player. Some groups even like to treat inspiration as a group resource, deciding collectively
your campaign is one where you let the dice fall where they may. It’s a good option for gritty campaigns or ones where the DM focuses on playing an impartial role as a rules arbiter. Variant: Only
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
description below as needed. This room is bare except for two wooden benches, set opposite each other against the longer walls. A handful of lizardfolk stand at attention, ready to move into action
following description serves for any one of them. This bare, cell-like room contains a plain wooden table and chair, a straw mattress, and a small wooden chest.
The furniture varies slightly from room to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
of the characters’ reaction to this revelation, learning it counts as a secret for the purposes of the Power of Secrets rules. At your discretion, if the characters help Naxa return to her sister and
troops fighting elsewhere, and Jallizanx is deciding how to give directions the dim-witted kakkuus can be reasonably expected to convey. When they see the characters, the kakkuus rush into melee while
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Bavlorna’s shoddy, home-stitched garments. The other one is bare except for an ugly, black pointed hat that is, in fact, a darkmantle. It attacks anyone other than Bavlorna who touches it. If it makes
desperation compels you to enter my home, little darlings?”
See “Dealing with Bavlorna” below for advice on how to run an encounter with the hag, keeping in mind the rules of hospitality, ownership, and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
spacefaring pirates in the Astral Sea. The rules are as follows: Each participant’s player chooses any number of d6s (known as “bones”) and shakes them in a cup. You choose any number of d6s as well
Bounty. Named after a god of revelry, this game is played on a long table embroidered with a flat pattern of an unfolded, twenty-sided die. The game’s dealer is also its deciding piece: a spectator
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the graven image of an old man clutching a staff. The rules of this gate are as follows: Tapping the arch three times with a staff of any kind causes the gate to open for 1 minute. Characters must be
memorialize them with this ghastly ossuary, the walls and ceiling of which have humanoid skulls and bones cemented to them in decorative arrangements. A few bare patches have yet to be filled. Secret
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
casino’s boats load and unload passengers at a pair of wooden docks. Two tiefling attendants (commoners) help patrons into and out of the boats. Patrons are expected to abide by the casino’s rules
, which are posted on placards near the docks. The placards read as follows: RULES IN THE AFTERLIFE:
Stay out of the River Styx.
Don’t cheat. (Cheaters never prosper.)
Don’t accost or threaten other
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
location outdoors, thanks to illusion magic: You’re transported to a grassy field with a starry night sky above you.
The grassy field and night sky are illusions concealing a bare, rectangular room
room. A five-foot-tall, triangular stone covered in runes stands in this bare room’s center. At the top of the stone, a plum-sized diamond pulses with red light.
The triangular stone is immovable and






