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Returning 35 results for 'before belong diffusing common resolve'.
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Backgrounds
Ghosts of Saltmarsh
burning river.
Skill Proficiencies: Athletics, Deception
Tool Proficiencies: Vehicles (water)
Equipment: A fancy leather vest or a pair of leather boots, a set of common clothes, and a
rise over the ocean.
8
I am no common criminal; I am a mastermind.
D6
IDEAL
1
Wealth. Heaps of coins in a secure vault is all I dream of. (Any)
2
Smuggler
races
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
can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is
Backgrounds
Planescape: Adventures in the Multiverse
(such as a bag of golden tea leaves or the tooth of a planar beast), a manifesto of your guiding philosophy, a set of common clothes in your faction’s style, and a pouch containing 10 gp worth of
Performance
Transcendent Order
Athletics
Factions of Sigil
Twelve factions have risen to prominence in the City of Doors, though many more exist. Your character might belong to one of
Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Basic Rules (2014)
insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They
humans translate their family names into Common, but others retain the Elvish version.
Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Golgari druid and a Selesnya druid both belong to the Circle of the Land does not necessarily create common ground between them. Druid Subclass Guild Circle of Dreams* Selesnya Circle of Spores
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Golgari druid and a Selesnya druid both belong to the Circle of the Land does not necessarily create common ground between them. Druid Subclass Guild Circle of Dreams* Selesnya Circle of Spores
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Golgari druid and a Selesnya druid both belong to the Circle of the Land does not necessarily create common ground between them. Druid Subclass Guild Circle of Dreams* Selesnya Circle of Spores
Backgrounds
Guildmasters’ Guide to Ravnica
;Disguise kit
Languages: One of your choice
Equipment: A Dimir insignia, three small knives, a set of dark-colored common clothes, and the starting equipment of the background described in this
.
d8
Reason for Infiltration
1
My parents belong to this guild, and I let them think I’m following in their footsteps.
2
I’ve been assigned to track this guild&rsquo
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
-tiered caste system made up of lashers, hunters, gatherers, and pariahs. The status of every family in the tribe is based on its importance to the tribe’s survival. Families that belong to the
Adventurer’s Guide.) Use one of the warlock stat blocks in appendix B to represent this goblin, adding darkvision and the Nimble Escape traits common to all goblins.
Booyahg Booyahg Booyahg. This
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Cultist Doomsayer and Fanatic Cultists devote themselves to their faith’s leaders and otherworldly masters. While this zeal grants cultists no magical powers, it gives them remarkable resolve in the
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Cultist Doomsayer and Fanatic Cultists devote themselves to their faith’s leaders and otherworldly masters. While this zeal grants cultists no magical powers, it gives them remarkable resolve in the
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Cultist Doomsayer and Fanatic Cultists devote themselves to their faith’s leaders and otherworldly masters. While this zeal grants cultists no magical powers, it gives them remarkable resolve in the
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
into a sinkhole long ago, the settlement is as dangerous to navigate as it is to trade in. A maze of homes and businesses that belong to kithkin, flamekin, and rimekin hangs precariously above the
a patron to part with a specific item. Water Runs Red. A deal the adventurers are making or that they find themselves in the middle of goes wrong, and the adventurers are the targets of Finblade cutthroats. They must resolve the situation and make amends to Myyn before something terrible happens.
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
into a sinkhole long ago, the settlement is as dangerous to navigate as it is to trade in. A maze of homes and businesses that belong to kithkin, flamekin, and rimekin hangs precariously above the
a patron to part with a specific item. Water Runs Red. A deal the adventurers are making or that they find themselves in the middle of goes wrong, and the adventurers are the targets of Finblade cutthroats. They must resolve the situation and make amends to Myyn before something terrible happens.
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
into a sinkhole long ago, the settlement is as dangerous to navigate as it is to trade in. A maze of homes and businesses that belong to kithkin, flamekin, and rimekin hangs precariously above the
a patron to part with a specific item. Water Runs Red. A deal the adventurers are making or that they find themselves in the middle of goes wrong, and the adventurers are the targets of Finblade cutthroats. They must resolve the situation and make amends to Myyn before something terrible happens.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Frequency of Bastion Turns By default, a Bastion turn occurs every 7 days of in-game time. Here are common examples of players taking one or more Bastion turns: The characters are on a long journey
in your Bastions. Go ahead and resolve six Bastion turns.” The characters return to their Bastions in the midst of an adventure. You might say, “You have just enough time to take a Bastion turn
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Frequency of Bastion Turns By default, a Bastion turn occurs every 7 days of in-game time. Here are common examples of players taking one or more Bastion turns: The characters are on a long journey
in your Bastions. Go ahead and resolve six Bastion turns.” The characters return to their Bastions in the midst of an adventure. You might say, “You have just enough time to take a Bastion turn
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of the corruptible, the resolve of the truly heroic—the Dark Powers savor these traits. Whether for a night or an eternity, Ravenloft seeks heroes of all sorts and pits them against their greatest
nightmares. This chapter explores how to create a character prepared to face the horrors of Ravenloft, while also forging ties to the haunted pedigrees and grim fates common to the Domains of Dread
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of the corruptible, the resolve of the truly heroic—the Dark Powers savor these traits. Whether for a night or an eternity, Ravenloft seeks heroes of all sorts and pits them against their greatest
nightmares. This chapter explores how to create a character prepared to face the horrors of Ravenloft, while also forging ties to the haunted pedigrees and grim fates common to the Domains of Dread
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of the corruptible, the resolve of the truly heroic—the Dark Powers savor these traits. Whether for a night or an eternity, Ravenloft seeks heroes of all sorts and pits them against their greatest
nightmares. This chapter explores how to create a character prepared to face the horrors of Ravenloft, while also forging ties to the haunted pedigrees and grim fates common to the Domains of Dread
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Frequency of Bastion Turns By default, a Bastion turn occurs every 7 days of in-game time. Here are common examples of players taking one or more Bastion turns: The characters are on a long journey
in your Bastions. Go ahead and resolve six Bastion turns.” The characters return to their Bastions in the midst of an adventure. You might say, “You have just enough time to take a Bastion turn
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Tower Hand Tower hands belong to the Order of the Night Sky, an ancient society of martial artists who protect the sages of the Tower of the Heavens. They rarely speak and carry few worldly
12 (+1)
WIS
14 (+2)
CHA
9 (–1)
Skills Insight +4
Senses passive Perception 12
Languages Common
Challenge 1/2 (100 XP) Proficiency Bonus +2
Unarmored Defense. While the tower
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Tower Hand Tower hands belong to the Order of the Night Sky, an ancient society of martial artists who protect the sages of the Tower of the Heavens. They rarely speak and carry few worldly
12 (+1)
WIS
14 (+2)
CHA
9 (–1)
Skills Insight +4
Senses passive Perception 12
Languages Common
Challenge 1/2 (100 XP) Proficiency Bonus +2
Unarmored Defense. While the tower
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Tower Hand Tower hands belong to the Order of the Night Sky, an ancient society of martial artists who protect the sages of the Tower of the Heavens. They rarely speak and carry few worldly
12 (+1)
WIS
14 (+2)
CHA
9 (–1)
Skills Insight +4
Senses passive Perception 12
Languages Common
Challenge 1/2 (100 XP) Proficiency Bonus +2
Unarmored Defense. While the tower
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Circle class feature in the Player’s Handbook, the Circle of the Moon is common for Circle of Swords druids, although some belong to the Circle of the Land (Forest). The Emerald Enclave Less a druid
clothing as a symbol of their membership, often bearing the emblem of a stag’s head. In the Druid Circle class feature in the Player’s Handbook, Emerald Enclave druids belong to the Circle of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Circle class feature in the Player’s Handbook, the Circle of the Moon is common for Circle of Swords druids, although some belong to the Circle of the Land (Forest). The Emerald Enclave Less a druid
clothing as a symbol of their membership, often bearing the emblem of a stag’s head. In the Druid Circle class feature in the Player’s Handbook, Emerald Enclave druids belong to the Circle of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Circle class feature in the Player’s Handbook, the Circle of the Moon is common for Circle of Swords druids, although some belong to the Circle of the Land (Forest). The Emerald Enclave Less a druid
clothing as a symbol of their membership, often bearing the emblem of a stag’s head. In the Druid Circle class feature in the Player’s Handbook, Emerald Enclave druids belong to the Circle of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
strengthen Thrane resolve. The common people are united by their faith and sure of the righteousness of their cause. The Silver Flame urges people to stand together in the face of evil, and across the nation
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
strengthen Thrane resolve. The common people are united by their faith and sure of the righteousness of their cause. The Silver Flame urges people to stand together in the face of evil, and across the nation
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
strengthen Thrane resolve. The common people are united by their faith and sure of the righteousness of their cause. The Silver Flame urges people to stand together in the face of evil, and across the nation
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Dispute By the time the characters reach Ialos, they should have met the pilgrims and the Cyran veterans. Both sides might ask the characters to intervene and resolve their dispute. Here is a
fund new, better lives for themselves. What Mercy Wants. Mercy regards Docents (and any other items intended for warforged use) as sacred. The pilgrims believe that such objects belong in the hands
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Dispute By the time the characters reach Ialos, they should have met the pilgrims and the Cyran veterans. Both sides might ask the characters to intervene and resolve their dispute. Here is a
fund new, better lives for themselves. What Mercy Wants. Mercy regards Docents (and any other items intended for warforged use) as sacred. The pilgrims believe that such objects belong in the hands
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Law and Order Everyone in Baldur’s Gate is expected to hew to common law. Murder, theft, assault, blackmail, and fraud all carry severe penalties. Patriars, the wealthy, and the well-connected are
. Lawyers must belong to the Barrister’s Guild to practice, and the associated fees means they prefer to represent wealthy clients. Poorer citizens often must throw themselves on the mercy of the courts, or
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, maintains its barracks and stable, and keeps a few jail cells. Beyond the Citadel, this neighborhood includes many shops and the comparatively modest, though still grand, houses that belong to the few non
central neighborhood, with Gond’s High House of Wonders foremost among them. Priests in ceremonial finery and congregants dressed for the public eye are a common sight in this part of the city. Humbler
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Law and Order Everyone in Baldur’s Gate is expected to hew to common law. Murder, theft, assault, blackmail, and fraud all carry severe penalties. Patriars, the wealthy, and the well-connected are
. Lawyers must belong to the Barrister’s Guild to practice, and the associated fees means they prefer to represent wealthy clients. Poorer citizens often must throw themselves on the mercy of the courts, or






