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Returning 35 results for 'before belong deeds curious rules'.
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Classes
Player’s Handbook
Starting Equipment
Choose A or B: (A) Leather;Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9 GP; or (B) 50 GP
Druids belong to ancient
Traits table: Hit Point Die and training with Light armor and Shields.
Gain the Druid’s level 1 features, which are listed in the Druid Features table. See the multiclassing rules in chapter 2
Monsters
Fizban's Treasury of Dragons
explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8
1
A ruthless shipping magnate has bribed a dragon turtle to attack competitors’ vessels and drive them out of business.
2
A curious dragon turtle swam upriver from the sea and is now
Monsters
Fizban's Treasury of Dragons
characters, and use the Dragon Turtle Spellcasting table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for
making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
Backgrounds
Ghosts of Saltmarsh
’s Code. I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful)
3
All for a Coin. I’ll do nearly anything if it
recover it.
2
I intend to become the leader of the network of smugglers that I belong to.
3
I owe a debt that cannot be repaid in gold.
4
After one last job, I will retire from the
Monsters
Fizban's Treasury of Dragons
teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers
, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.
As a rule
Monsters
Fizban's Treasury of Dragons
worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from faraway places.
Moonstone dragons can project themselves
into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage great thinkers, and spur adventurers to heroic deeds
Monsters
Fizban's Treasury of Dragons
table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply
those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I speak slowly and deliberately
Species
Mordenkainen Presents: Monsters of the Multiverse
live like the cats they resemble, naturally curious and at home in playful environments. In other places, tabaxi live as other folk do, not exhibiting the feline behavior the Cat Lord intended
of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s
Goliath
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
individual skill. They have a compulsion to keep score, counting their deeds and tallying their accomplishments to compare to others. Goliaths love to win, but they see defeat as a prod to improve their
mock folk who rely on society’s structures or rules to maintain power.
Survival of the Fittest
Among goliaths, any adult who can’t contribute to the tribe is expelled. A lone goliath has
Monsters
Fizban's Treasury of Dragons
teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from
great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.
As a rule, moonstone dragons are
Monsters
Fizban's Treasury of Dragons
mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things&mdash
artists and poets, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.
As a rule
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
houses. This section provides an overview of each house, focusing on opportunities for intrigue within and among the houses. It also includes additional favors available to characters who belong to the
houses, using the renown rules from “Dragonmarked House Renown” earlier in this chapter. LEROY STEINMANN Agents of (Left to Right) House Deneith, House Ghallanda, House Lyrandar, Agents of (Left to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Rules of Conduct Although Zybilna is indisposed, three of the rules she put into place when she created her Feywild domain continue to hold weight: the rule of hospitality, the rule of ownership, and
the rule of reciprocity. These three rules are common knowledge in Prismeer, and both natives and visitors would do well to abide by them: Rule of Hospitality. When a friend, an enemy, or a stranger
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially
poets, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness. As a rule
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Faction Membership A character with the faction agent background (described in the Sword Coast Adventurer’s Guide) must choose a faction to belong to (see “Factions in Waterdeep” below). Characters
factions described in this adventure. You can use the optional renown rules in chapter 1 of the Dungeon Master’s Guide to track a character’s rank and ascent within a given faction. The Dungeon Master’s
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, as well as the number of cards they intend to draw. Otherwise, the deck’s magical powers lie dormant. Anyone who identifies a deck learns this about the deck in the process, per the rules for
without triggering the cards’ effects. But accidents do happen. A curious stranger who spots a deck, face down, might reach out to draw the topmost card without realizing the import of their actions
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Social Niceties Once inside the Grand Masquerade, the characters must observe a host of unwritten rules of etiquette and act like they know exactly what they’re doing at all times. Other guests make
idle conversation and assume that characters know people throughout the city. At the first hint that a character might not belong at the masquerade, guests start loudly asking pointed questions
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a story as a group, so let the other players contribute through the words and deeds of their characters. Encourage players to engage by asking them what their characters are doing. It’s Not a
rules help you do this, but when you need to act as referee, try to make decisions that ensure everyone is having fun. Communicate with Your Players. Open communication is essential to a successful D&D
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, suggestions for ways to use this adversary in your campaign, and its stat block. In addition, each Fiend is accompanied by new rules elements that you can use on their own or in tandem with the Fiend
incorporate these fearsome foes into your campaign in other ways. Characters might stumble across evidence of heinous deeds performed by one of these monsters or its servants, or you could make opposing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
a story as a group, so let the other players contribute through the words and deeds of their characters. Encourage players to engage by asking them what their characters are doing. It’s Not a
rules help you do this, but when you need to act as referee, try to make decisions that ensure everyone is having fun. Communicate with Your Players. Open communication is essential to a successful D&D
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, discuss with your group how much fear ties into the game’s rules. Would you prefer to keep frightful reactions narrative, or would you like to use game rules that present additional challenges and
benefits? Ask your DM about the possibility of using the rules for inspiration to motivate fearful character reactions, as detailed in the “Fear and Stress” section of chapter 4. Using this system, a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Shields Starting Equipment Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that
training with Light armor and Shields. Gain the Druid’s level 1 features, which are listed in the Druid Features table. See the multiclassing rules in chapter 2 to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
bargains,” he barks. “Best deals around!”
Secondhand items and other useless trinkets lie neatly arrayed across a giant rug. They belong to Clawson Blink, a blink dog that gained the ability to
glass statuette of a rust monster Price Clawson’s rules are simple: a buyer can take any item from the rug, so long as they replace it with an item of similar value. What counts as “similar value” is up
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, this monster has an Intelligence of 10 (+0) and telepathy out to a range of 60 feet (see the Monster Manual introduction for telepathy rules). Juiblex’s arrival in the Underdark has granted Glabbagool
sentience and awareness. The ooze is genuinely curious about other creatures and wants to learn more about the world. It defends itself if attacked, but doesn’t otherwise try to harm the characters
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer’s Pack, Herbalism Kit, and 9 GP; or (B) 50 GP Druids belong to ancient orders that call on the forces of nature. Harnessing the
Druid’s level 1 features, which are listed in the Druid Features table. See the multiclassing rules in “Creating a Character” to determine your available spell slots.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Factions in Waterdeep Various factions have roots in Waterdeep, and any character with the faction agent background (described in the Sword Coast Adventurer’s Guide) can choose to belong to one of
the factions described below, provided the character meets the faction’s prerequisites. If you’re using the optional renown rules described in chapter 1 of the Dungeon Master’s Guide, allow a player
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
followers of Shar have done dark deeds in her name — most notably the shadovar of Netheril, an entire society dedicated to Shar. The tragedies and losses brought about by the fanaticism of her
followers have caused many places to outlaw her worship and thus driven most of her priests into secrecy, but such prohibitions only heighten the priests’ umbrage at authorities and make the faithful a focal point for rebellion and revenge against whoever rules.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
apply the rules and keep the story going. The DM is a storyteller. The DM sets the pace of the story and presents the various challenges and encounters that the players must overcome. The DM is the
helpful ones. The most important thing to remember about being a good DM is that the rules are a tool to help you and the players have fun. The rules aren’t in charge. You’re the DM — you’re in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the city who doesn’t belong to one or more guilds, or doesn’t work for someone who does. As a visitor to Waterdeep, you need to know this, lest you run afoul of “Guild Law.” Guild Law isn’t technically
in the legal code of Waterdeep, but guilds are mentioned in the oldest surviving legal documents — penned by Ahghairon himself — and the rules of Guild Law are respected by wise city folk. Guilds
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
with Dragonmarks?
Compared to the rules in Eberron: Rising from the Last War, here’s what’s different about dragonmarks in this chapter:
The benefits of each dragonmark now derive from feats
rather than species options. These feats belong to a special category, Dragonmark feats.
Dragonmark magic works a little differently than before: now you can use any spell slots you have to cast the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
knucklebones when the characters enter. The game isn’t far from turning acrimonious, as most of them do. The dice are loaded, and the ruffian to which they belong is naturally winning. All four have been
drinking heavily, and they are poisoned (see the appendix in the Basic Rules for the effects of being poisoned). The Redbrands immediately recognize characters wearing scarlet cloaks as impostors
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
overwhelming — numbers. They crave power and regularly abuse whatever authority they obtain. Goblinoids. Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins
than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe’s survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent
creature can’t make opportunity attacks against you for the rest of your turn. SWASHBUCKLERS AND TWO-WEAPON FIGHTING
The Swashbuckler relies on a good understanding of the D&D rules to realize its
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Underwater See chapter 9 of the Player’s Handbook for rules on underwater combat. Random Undersea Encounters You can check for random undersea encounters as often as you would check for them on land
Sunken ruin (inhabited or haunted) 8 Sunken statue or monolith 9 Friendly and curious giant sea horse 10 Patrol of friendly merfolk 11 Patrol of hostile merrow (coastal waters) or sahuagin (deep
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
character’s gift. These supernatural gifts are intended for starting characters, but some might be bestowed by gods as rewards for remarkable deeds. HEROIC FEATS
If your campaign uses the optional feat
rules from chapter 6 of the Player’s Handbook, your Dungeon Master might allow you to take a feat as a variant supernatural gift. You gain one feat of your choice. This list suggests twelve feats from






