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Returning 35 results for 'before both daring common responses'.
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Human
Legacy
This doesn't reflect the latest rules and lore.
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races
Basic Rules (2014)
reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their
and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds
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
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Pirate Captain Pirate captains spend their lives at sea, earning and keeping command through blood and daring. A captain’s impressive sword work and biting words inspire both confidence and fear in a
Athletics +5, Intimidation +4
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 2 (450 XP)
Flourish. The captain adds its Charisma modifier to the damage roll for its
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Pirate Captain Pirate captains spend their lives at sea, earning and keeping command through blood and daring. A captain’s impressive sword work and biting words inspire both confidence and fear in a
Athletics +5, Intimidation +4
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 2 (450 XP)
Flourish. The captain adds its Charisma modifier to the damage roll for its
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Pirate Captain Pirate captains spend their lives at sea, earning and keeping command through blood and daring. A captain’s impressive sword work and biting words inspire both confidence and fear in a
Athletics +5, Intimidation +4
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 2 (450 XP)
Flourish. The captain adds its Charisma modifier to the damage roll for its
Kenku
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
adventurers are usually the survivors of a flock that has sustained heavy losses, or a rare kenku who has grown weary of a life of crime. These kenku are more ambitious and daring than their fellows
.
Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Daring Dancer Ollin As the characters are leaving Xoxotla, an impossible figure to ignore hails them. This is Ollin, a tiefling performer with turquoise patterned skin. They’re headed the same
they can speak Common; Ignan; and the local language, Tletlahtolli. Ollin is a bombastic, traveling dancer who enjoys participating in local celebrations and entices Tletepecs to dance their cares away
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Daring Dancer Ollin As the characters are leaving Xoxotla, an impossible figure to ignore hails them. This is Ollin, a tiefling performer with turquoise patterned skin. They’re headed the same
they can speak Common; Ignan; and the local language, Tletlahtolli. Ollin is a bombastic, traveling dancer who enjoys participating in local celebrations and entices Tletepecs to dance their cares away
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Daring Dancer Ollin As the characters are leaving Xoxotla, an impossible figure to ignore hails them. This is Ollin, a tiefling performer with turquoise patterned skin. They’re headed the same
they can speak Common; Ignan; and the local language, Tletlahtolli. Ollin is a bombastic, traveling dancer who enjoys participating in local celebrations and entices Tletepecs to dance their cares away
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
) and 5 wights. Eseldra Yeth reviews the characters’ warrants briefly, then delivers a prepared message. “We find ourselves bound in common cause against common enemies. Those who sought to destroy us
little opportunity for sly or clever responses. If a character is less than truthful, Eseldra Yeth probes for more information. She addresses questions to specific characters, never to the group in
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
) and 5 wights. Eseldra Yeth reviews the characters’ warrants briefly, then delivers a prepared message. “We find ourselves bound in common cause against common enemies. Those who sought to destroy us
little opportunity for sly or clever responses. If a character is less than truthful, Eseldra Yeth probes for more information. She addresses questions to specific characters, never to the group in
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
) and 5 wights. Eseldra Yeth reviews the characters’ warrants briefly, then delivers a prepared message. “We find ourselves bound in common cause against common enemies. Those who sought to destroy us
little opportunity for sly or clever responses. If a character is less than truthful, Eseldra Yeth probes for more information. She addresses questions to specific characters, never to the group in
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
) and 5 wights. Eseldra Yeth reviews the characters’ warrants briefly, then delivers a prepared message. “We find ourselves bound in common cause against common enemies. Those who sought to destroy us
little opportunity for sly or clever responses. If a character is less than truthful, Eseldra Yeth probes for more information. She addresses questions to specific characters, never to the group in
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
) and 5 wights. Eseldra Yeth reviews the characters’ warrants briefly, then delivers a prepared message. “We find ourselves bound in common cause against common enemies. Those who sought to destroy us
little opportunity for sly or clever responses. If a character is less than truthful, Eseldra Yeth probes for more information. She addresses questions to specific characters, never to the group in
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
) and 5 wights. Eseldra Yeth reviews the characters’ warrants briefly, then delivers a prepared message. “We find ourselves bound in common cause against common enemies. Those who sought to destroy us
little opportunity for sly or clever responses. If a character is less than truthful, Eseldra Yeth probes for more information. She addresses questions to specific characters, never to the group in
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Human Humans are a scant majority among the peoples of Ravnica, dominating some guilds and barely represented in others. As on other worlds, they are innovators, achievers, and pioneers whose daring
their inclinations: they alone are found in every guild. Human Names One particular human tongue has triumphed over all others to become Ravnica’s Common language, and its phonemes and traditions
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Master Thief Master thieves are known for perpetrating daring heists. They tend to develop a romanticized reputation. A master thief might “retire” from hands-on work to run a thieves’ guild
Acrobatics +7, Athletics +3, Perception +3, Sleight of Hand +7, Stealth +7
Senses passive Perception 13
Languages any one language (usually Common) plus thieves’ cant
Challenge 5 (1,800 XP) Proficiency
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Master Thief Master thieves are known for perpetrating daring heists. They tend to develop a romanticized reputation. A master thief might “retire” from hands-on work to run a thieves’ guild
Acrobatics +7, Athletics +3, Perception +3, Sleight of Hand +7, Stealth +7
Senses passive Perception 13
Languages any one language (usually Common) plus thieves’ cant
Challenge 5 (1,800 XP) Proficiency
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Human Humans are a scant majority among the peoples of Ravnica, dominating some guilds and barely represented in others. As on other worlds, they are innovators, achievers, and pioneers whose daring
their inclinations: they alone are found in every guild. Human Names One particular human tongue has triumphed over all others to become Ravnica’s Common language, and its phonemes and traditions
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Human Humans are a scant majority among the peoples of Ravnica, dominating some guilds and barely represented in others. As on other worlds, they are innovators, achievers, and pioneers whose daring
their inclinations: they alone are found in every guild. Human Names One particular human tongue has triumphed over all others to become Ravnica’s Common language, and its phonemes and traditions
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Master Thief Master thieves are known for perpetrating daring heists. They tend to develop a romanticized reputation. A master thief might “retire” from hands-on work to run a thieves’ guild
Acrobatics +7, Athletics +3, Perception +3, Sleight of Hand +7, Stealth +7
Senses passive Perception 13
Languages any one language (usually Common) plus thieves’ cant
Challenge 5 (1,800 XP) Proficiency
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the Fey type, has Intelligence 7, and can speak and understand simple phrases and concepts in Common. Nene has a boisterous personality but is easily distracted. He can mime straightforward responses to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
as responses to the characters’ questions. The Believers put him here as punishment for being disobedient. He failed to deliver a message from his father, Rotharr Hatherhand, to Ilmeth Waelvur. It
cage back to its original position by hauling on its chain. Inscription. The inscription on the standing stone reads, in Common: “Displease not the Delvers.”
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
as responses to the characters’ questions. The Believers put him here as punishment for being disobedient. He failed to deliver a message from his father, Rotharr Hatherhand, to Ilmeth Waelvur. It
cage back to its original position by hauling on its chain. Inscription. The inscription on the standing stone reads, in Common: “Displease not the Delvers.”
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the Fey type, has Intelligence 7, and can speak and understand simple phrases and concepts in Common. Nene has a boisterous personality but is easily distracted. He can mime straightforward responses to
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the Fey type, has Intelligence 7, and can speak and understand simple phrases and concepts in Common. Nene has a boisterous personality but is easily distracted. He can mime straightforward responses to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
gamble with the utmost skill and daring. Yet she is thought to watch over all who take risks to better their fortunes. The battle cry of the followers of Tymora is “Fortune favors the bold.” Someone
luck; praying to both is thought to anger both goddesses.) One common method of divining the future is to toss a coin to a stranger (typically a beggar) and ask if it’s heads. If it is, the coin is
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
gamble with the utmost skill and daring. Yet she is thought to watch over all who take risks to better their fortunes. The battle cry of the followers of Tymora is “Fortune favors the bold.” Someone
luck; praying to both is thought to anger both goddesses.) One common method of divining the future is to toss a coin to a stranger (typically a beggar) and ask if it’s heads. If it is, the coin is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
as responses to the characters’ questions. The Believers put him here as punishment for being disobedient. He failed to deliver a message from his father, Rotharr Hatherhand, to Ilmeth Waelvur. It
cage back to its original position by hauling on its chain. Inscription. The inscription on the standing stone reads, in Common: “Displease not the Delvers.”
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
gamble with the utmost skill and daring. Yet she is thought to watch over all who take risks to better their fortunes. The battle cry of the followers of Tymora is “Fortune favors the bold.” Someone
luck; praying to both is thought to anger both goddesses.) One common method of divining the future is to toss a coin to a stranger (typically a beggar) and ask if it’s heads. If it is, the coin is
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Lorehold. Bards thrive in Lorehold, and wizards (particularly those of the School of Divination) are numerous among its students. Clerics (often with the Knowledge or Light domains) are also quite common
to Everything) or a paladin whose Oath of the Ancients gives a concrete link to history. Suggested Characteristics. Methodical historians and daring adventurers alike can be found among the ranks of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
created the orrery.) If any character mentions the orrery, the clockwork creatures ask, “Why do you seek the orrery?” (Responses that suggest the franchise is trying to stop some great evil can result in
Anauroch. The town of Fortune was built recently and quickly destroyed by Lottie for daring to challenge her authority. “Lottie would not like our telling you too much about her. She’s very powerful, is a
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Lorehold. Bards thrive in Lorehold, and wizards (particularly those of the School of Divination) are numerous among its students. Clerics (often with the Knowledge or Light domains) are also quite common
to Everything) or a paladin whose Oath of the Ancients gives a concrete link to history. Suggested Characteristics. Methodical historians and daring adventurers alike can be found among the ranks of
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Lorehold. Bards thrive in Lorehold, and wizards (particularly those of the School of Divination) are numerous among its students. Clerics (often with the Knowledge or Light domains) are also quite common
to Everything) or a paladin whose Oath of the Ancients gives a concrete link to history. Suggested Characteristics. Methodical historians and daring adventurers alike can be found among the ranks of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
created the orrery.) If any character mentions the orrery, the clockwork creatures ask, “Why do you seek the orrery?” (Responses that suggest the franchise is trying to stop some great evil can result in
Anauroch. The town of Fortune was built recently and quickly destroyed by Lottie for daring to challenge her authority. “Lottie would not like our telling you too much about her. She’s very powerful, is a