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Returning 35 results for 'before beyond deception concerned resolve'.
Magic Items
Princes of the Apocalypse
knows little more than the desire to face orcs in battle and serve a courageous, just wielder. It disdains cowards and any form of duplicity, deception, or disloyalty. The weapon’s purpose is to
defend dwarves and to serve as a symbol of dwarven resolve. It hates the traditional foes of dwarves — giants, goblins, and, most of all, orcs — and silently urges its possessor to meet such creatures in battle.
Halfling
Legacy
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Species
Basic Rules (2014)
colors.
Halfling practicality extends beyond their clothing. They’re concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their
land beyond their quiet shires. They typically don’t recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways
Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
“I have never imagined such beauty existed,” Goldmoon said softly. The day’s march had been difficult, but the reward at the end was beyond their dreams. The companions stood on a
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
Wizard
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
circle, bringing a whiff of brimstone from the otherworldly plane beyond.
Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute
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.
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.
Druids are also concerned with the delicate ecological balance that sustains plant
includes the worship of Nature as a primal force beyond personification, but also encompasses the worship of Beory, the Oerth Mother, as well as devotees of Obad-Hai, Ehlonna, and Ulaa.
In the worlds
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Talismans: Animate finger, glowing minerals, preserved limb Life is cheap in Lamordia. As far as the land’s esteemed scholars are concerned, the spark that animates flesh is merely the result of
Lamordia a crucible of desperate innovations. Claiming to work for the greater good, innovators and scholars push beyond the limits of morality. Their scalpels turn scientific pursuits into butchery
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
that they resolve with special rules. Mage Tower Cheer Squad Skills: Perception, Persuasion Member: Zanther Bowen With their coordinated cheers, outfits, and school spirit, these cheerleaders inspire
pride in the official Strixhaven University Mage Tower teams. Playactors Drama Guild Skills: Arcana, Deception Member: Quentillius A. Melentor III, Rubina Larkingdale These actors work together to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors. Halfling practicality extends beyond their clothing. They’re concerned with
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
beyond its utility and assume that what a creature wears denotes its job and status.
8 You are obsessed with your appearance, and constantly polish and buff your armor.
9 You are deeply
concerned with following proper procedures and protocols.
10 War is the only thing that makes sense to you, and you’re always looking for a fight.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
completely, one learns much of the wider world. A monk’s focus on inner mastery leads many such individuals to become detached from society, more concerned with their personal experience than with happenings
elsewhere. Adventuring monks are a rare breed of an already rare type of character, taking their quest for perfection beyond the walls of the monastery into the world at large. Playing a monk
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Godefroy’s Torment Lord Godefroy is an abyss of grief and rage, tormented by the following circumstances: Godefroy is concerned only with his own misery; the suffering of the other spirits in Mordent
release of the adventure Ravenloft, the sequel adventure, Ravenloft II: The House on Gryphon Hill, debuted. The adventure pulled back the Mists on the domain of Mordent, a realm of terrors beyond Barovia
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Khorvaire and beyond. Those interests often bring them into conflict with local rulers and national governments. Unified Galifar had the strength and influence to impose its will on the collected
seeks to mediate disputes and encourage cooperation between the houses. Adventurers could be caught up in the rivalries and schemes of the houses, or they could work with the Twelve in an effort to resolve these feuds.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
situation, ask the players what their characters want to do. Note what the players say, and identify how to resolve their actions. Ask them for more information if you need it. Sometimes the players
characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s actions. In combat, everyone takes
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Once you’re done describing the situation, ask the players what their characters want to do. Note what the players say, and identify how to resolve their actions. Ask them for more information if you
bookshelf. Outside combat, the characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
organizations of the lower towers) in the hands of the Sharn Watch. The Citadel is concerned with forces that threaten the entire city, or even the kingdom. Foreign spies, mad necromancers, and ancient fiends
—these are the foes of the King’s Citadel, rather than pickpockets and burglars. Of course, many of these greater threats might be beyond the capabilities of the typical Citadel agents. Much as the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
gives them remarkable resolve in the face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices. Cultist Medium or Small
10 +0 +0
Wis 11 +0 +2
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
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
. A successful DC 15 Charisma (Deception or Persuasion) checks convinces the disgruntled cultists to listen. The party might also pretend to be other members of the cult who are seeking volunteers to
roleplaying to carry the encounter until it’s time to resolve the situation. If the adventurers make a compelling offer to the cultists, they might do what the party wants with no check. If the outcome
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Z2. Storage Closet The door to this back room hangs loosely on broken hinges. The cramped chamber beyond smells strongly of sour fish and vinegar. It is filled with discarded ropes, canvas tarpaulins
noble upbringing. His trust is easily gained but impossible to restore once broken. On the night of the abduction, Renaer was concerned that Floon was too intoxicated to find his way home by himself and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-inch-wide window slits. By peering through the slits, one can see the starry void of space beyond.
Jerath lost his eyes in a battle against the ulitharid on display in area 9. He saved
Ashtyrranthor’s life when she was a wyrmling, and she has cared for him since his injury. Characters who speak Gith and succeed on a DC 12 Charisma (Deception) check can convince Jerath that they are githyanki
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
agent of the Sunweaver—deemed service in the Brightguard a holy calling, the group’s ranks swelled. Most members have unshakable resolve, but recent revolutionary acts have the order on edge. The
seek to return Atash to the Sunweaver and restore Akharin Sangar to a state of self-rule. Named for the lions that roam the lands beyond the city, the faction is secretly led by famed actor Afsoun
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
those actions.
Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But the door
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
tries to open a door, the DM might say the door opens and describe what lies beyond. But the door might be locked, the floor might hide a trap, or some other circumstance might make it challenging for an
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
tries to open a door, the DM might say the door opens and describe what lies beyond. But the door might be locked, the floor might hide a trap, or some other circumstance might make it challenging for an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.
Halfling practicality extends beyond their clothing. They’re
concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Ephara is almost by necessity an urban campaign, and likely one that primarily or entirely takes place within a single city. Ephara is concerned with the establishment, development, and protection of
new city, or perhaps reviving a dead one. One focused on development could go beyond the basics of what a city needs to survive and get into what a city requires to thrive—which could easily lead to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the quest. (In other words, the characters are at least 7th level.) These conditions don’t account for any unfinished business that the characters are determined to resolve. For example, if Xardorok
magic items we find scattered across the world today. It holds magic beyond our wildest dreams. We might even find something there to end this hateful winter. Intrigued?”
If characters want to hear
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
)
CON
13 (+1)
INT
12 (+1)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws Dex +4, Cha +4
Skills Deception +4, Performance +6, Persuasion +6
Senses passive Perception 10
12 (+1)
WIS
11 (+0)
CHA
17 (+3)
Saving Throws Dex +5, Wis +2, Cha +5
Skills Deception +5, Performance +7, Persuasion +7
Senses passive Perception 10
Languages Common
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
all of reality’s lies and understand the truth that lies beyond them. Yet the truth that he sees remains known only to him. He utters cryptic remarks about a grand design that guides the cosmos toward
some unknown end, but none can say whether these statements are another layer of deception or evidence of a true insight. Cultists. Those who worship Fraz-Urb’luu fall into two camps. Most of his so
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
in the text, err on the side of leniency and fun. Whenever you think a rule might be necessary, see the D&D Beyond Basic Rules.
Repeat this process for the other areas in this cave, modifying it
attitude toward the characters: Friendly, Hostile, or Indifferent (see the D&D Beyond Basic Rules). Regardless, creatures defend themselves in combat.
As an Influence action, a character can
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and serve a courageous, just wielder. It disdains cowards and any form of duplicity, deception, or disloyalty. The weapon’s purpose is to defend dwarves and to serve as a symbol of dwarven resolve
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to Head Office. Decisionists are also concerned with franchise morale and teamwork, helping all members of the franchise work together effectively. All decisionists vary in their approach to the task
franchise party. Noteworthy Decisionists: Donaar Blit’zen (“C” Team), Kelshi Annab Essential Functions: Receive one extra vote on franchise matters; resolve interparty conflicts Position Proficiencies: In
Compendium
- Sources->Dungeons & Dragons->Monster Manual
sites of fallen glory. They often dwell beyond the fringes of civilization or travel in disguise, leaving trails of petrified victims. Some medusas dominate groups of monsters or criminals, controlling
Str 10 +0 +0
Dex 17 +3 +3
Con 16 +3 +3
Ability Score Mod Save
Int 12 +1 +1
Wis 13 +1 +4
Cha 15 +2 +2
Skills Deception +5, Perception +4, Stealth






