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Returning 19 results for 'before baron decide concept reflective'.
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Species
Eberron: Rising from the Last War
, Karrnath)
The Healer’s Guild provides a vital service to Khorvaire, and the Last War ensured there was great need for healers. The leader of the guild, Baron Ulara d’Jorasco, is much
during the Last War, working with House Vadalis to develop biological weapons and new creatures. A Jorasco heir has to decide if they want to investigate these rumors.
Tiefling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through generations, that
reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some
Species
Eberron: Rising from the Last War
night at bay. Smith, carpenter, alchemist—the best all carry my seal.
—Baron Merrix d’Cannith
The Mark of Making guides its bearer through any act of creation. The bearer of the
whether one of these leaders will unite the house, or if it will shatter under the strain. If you’re an heir of House Cannith, you should decide which of these barons you serve or if you have other ideas about the house’s future.
Species
Sword Coast Adventurer's Guide
three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through generations, that
reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Tiefling Names Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language
, passed down through generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Tiefling Names
Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal
concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny.
Male Infernal Names: Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, Kairon
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
’ presence is marked by an absence of animals and a strange quiet, as if the forest wishes to avoid attracting attention to itself. The faster travelers decide to move on, the better.
If these
adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
connects the druid’s mind and heart to a profound concept or spiritual outlook. When you decide what your character’s treasured item is, think about giving it an origin story: how did you come by the item
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Noncombat Challenges You decide whether to award experience to characters for overcoming challenges outside combat. If the adventurers complete a tense negotiation with a baron, forge a trade
agreement with a clan of surly dwarves, or successfully navigate the Chasm of Doom, you might decide that they deserve an XP reward.
As a starting point, use the rules for building combat encounters in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
adventurers complete a tense negotiation with a baron, forge a trade agreement with a guild of surly smiths, or safely navigate the Chasm of Doom, you might decide the characters deserve XP. As a starting
NPCs made the challenge easier. (See also “Nonplayer Characters” in chapter 3.) Noncombat Challenges You decide whether to award XP to characters for overcoming challenges outside combat. If the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Dragonmarked Characters Here are a few examples of characters who carry the Mark of Healing. Noble Cleric. You are one of the heirs of Baron Ulara, the matriarch of House Jorasco. Your mark is
your parents must have been tied to Jorasco, but you found a different family: the Boromar Clan, a criminal guild run by halflings. You’ve learned how to heal and how to hurt people. Now you need to decide which path you want to follow.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
healers. The leader of the guild, Baron Ulara d’Jorasco, is much beloved in northwestern Khorvaire for her instrumental role in combating an epidemic in that region a decade ago, and Jorasco medics
in disturbing experiments during the Last War, working with House Vadalis to develop biological weapons and new creatures. A Jorasco heir has to decide if they want to investigate these rumors.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
world. For example, you could decide that the clerics of a particular deity belong to an order that forbids the accumulation of material goods, other than magic items useful for their divine mission
, paladins might not swear their oaths to ideals, but instead swear fealty to powerful sorcerers. To capture this story concept, you could build a new paladin spell list with spells meant to protect
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
decide on a couple of behavioral quirks that reflect your culture. The Halfling Quirks table can provide some inspiration. Halfling Quirks d10 Quirk 1 You are constantly amazed by things the people
concept of “facts.” To you, everything is a story, and truth is in how you tell it. 7 You are annoyed by buildings and tools designed without consideration for small people. 8 You seek vengeance for a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
concept behind the hirelings and selecting one proficiency for each. The DM can then customize the hirelings as desired, perhaps by adding additional proficiencies or adjusting their combat statistics
, though the DM can decide otherwise. If a mobile franchise headquarters requires more crew than is granted by the franchise’s rank, the characters must hire the remainder (typically at the skilled
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Manual guide you. Once you have a monster concept in mind, follow the steps below. Step 1. Name A monster’s name should be given as much consideration as any other aspect of the monster, if not more. Your
Player’s Handbook. Step 3. Type A monster’s type provides insight into its origins and nature. The Monster Manual describes each monster type. Choose the type that best fits your concept for the monster
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
damage a creature. (You can decide whether to allow Tannus to fight to protect himself or others, but should encourage the player running him to think about creative nonattack ways to influence the fight
players to embrace the roles and enjoy the concept of momentarily placing their NPC’s secret goal as a top priority. Players might be more willing to take this on if you let them know that the scenario
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
learned too much about the Cult of the Crushing Wave or who stood in its way. A few could be adventurers who failed to stop the cult. Decide who these prisoners are, if any of them are alive, and what role
the narwhal horn in this cave feels it tug toward the reflective water. P16. Hut of the Dark Tide The waterfall at the southern end of this cave is audible from the northern approach. A crude stone hut
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
malfunctioning magic, and so forth. The DM approves the headquarters concept and decides how large or small the initial structure can be, as well as any useful features. DMs and players can work together
reveals a secret level of dungeons heretofore unknown. Franchise members can decide on what features are involved in the expansion, including new windows, doors, and furniture. Adding certain types of






