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Returning 35 results for 'belong build diffusing conduct rebuke'.
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Monsters
Planescape: Adventures in the Multiverse
spell fails and has no effect.
Lightning Rebuke. When a creature within 120 feet of the hexton damages it, the hexton magically retaliates with an arc of lightning. The creature must make a DC 17
Dexterity saving throw, taking 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Lightning Rebuke", "rollDamageType":"lightning"} lightning damage on a failed save, or half as much
Backgrounds
Ghosts of Saltmarsh
You have sailed into war on the decks of great ships, patching their hulls with soup bowls and prayers. You once helped build a fishing vessel that single-handedly saved a town from starvation. You
don’t belong to me, especially if they are very well made.
Saltmarsh Ties
Ships make Saltmarsh’s economy run. You have contacts with one of the following leaders in town. Choose
Backgrounds
Baldur’s Gate: Descent into Avernus
: the Upper City, the Lower City, or the Outer City. This is the district where you conduct most of your business. Whenever you need information about something in one of that district’s
your district.
Variant Guild Artisan: Guild Merchant
Instead of an artisans’ guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You don’t craft items yourself
Species
Guildmasters’ Guide to Ravnica
ingrained that they are often at a loss when they try to impart that knowledge to others. Among the Selesnya, it primarily falls to loxodons to build the guild’s magnificent, cathedral-like arboretum
guilds is their sense of the size of the community they belong to. For loxodons in the Selesnya Conclave, their community is the world and all living beings in it—everything valuable, meant to live
Paladin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
, paladins are rarely of any evil alignment. Most of them walk the paths of charity and justice. Consider how your alignment colors the way you pursue your holy quest and the manner in which you conduct
yourself before gods and mortals. Your oath and alignment might be in harmony, or your oath might represent standards of behavior that you have not yet attained.
QUICK BUILD
You can make a paladin
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
containing moldering humanoid skulls and bones.
This staircase descends from level 2 to levels 3, 4, and 5, with each level 25 feet below the level above. The bones and skulls in the niches belong to
dead Omuans whom Acererak sacrificed to build the tomb. Withers and his tomb dwarves use these stairs to move between levels. The torches can be removed from their brackets and taken elsewhere.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
containing moldering humanoid skulls and bones.
This staircase descends from level 2 to levels 3, 4, and 5, with each level 25 feet below the level above. The bones and skulls in the niches belong to
dead Omuans whom Acererak sacrificed to build the tomb. Withers and his tomb dwarves use these stairs to move between levels. The torches can be removed from their brackets and taken elsewhere.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
containing moldering humanoid skulls and bones.
This staircase descends from level 2 to levels 3, 4, and 5, with each level 25 feet below the level above. The bones and skulls in the niches belong to
dead Omuans whom Acererak sacrificed to build the tomb. Withers and his tomb dwarves use these stairs to move between levels. The torches can be removed from their brackets and taken elsewhere.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and it provides opportunities for a character to craft magic items, conduct research, harvest poisons, build ships, and carry out a range of other activities. As DM, you decide whether Bastions are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and it provides opportunities for a character to craft magic items, conduct research, harvest poisons, build ships, and carry out a range of other activities. As DM, you decide whether Bastions are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, and it provides opportunities for a character to craft magic items, conduct research, harvest poisons, build ships, and carry out a range of other activities. As DM, you decide whether Bastions are
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Choosing a Guild Chapter 2 describes the ten guilds of Ravnica in detail. How do you decide what guild you want your character to belong to? You can choose one of these approaches: Look at the
one catch your eye. If you have access to Magic: the Gathering cards from a Ravnica set, find a card that appeals to you and build that character. If you’re a Magic player and you already have a
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Choosing a Guild Chapter 2 describes the ten guilds of Ravnica in detail. How do you decide what guild you want your character to belong to? You can choose one of these approaches: Look at the
one catch your eye. If you have access to Magic: the Gathering cards from a Ravnica set, find a card that appeals to you and build that character. If you’re a Magic player and you already have a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1Q. Great Hall The cultists eat their meals and conduct most of their business in this high, wide hall. The eastern end of the hall is used for dining and socializing. The western half is where
inner ward. Even asleep, the guard drakes are at normal alertness. Treasure The southwest corner of the room is a makeshift carpentry shop, where cultists build new chests and boxes to hold the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1Q. Great Hall The cultists eat their meals and conduct most of their business in this high, wide hall. The eastern end of the hall is used for dining and socializing. The western half is where
inner ward. Even asleep, the guard drakes are at normal alertness. Treasure The southwest corner of the room is a makeshift carpentry shop, where cultists build new chests and boxes to hold the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1Q. Great Hall The cultists eat their meals and conduct most of their business in this high, wide hall. The eastern end of the hall is used for dining and socializing. The western half is where
inner ward. Even asleep, the guard drakes are at normal alertness. Treasure The southwest corner of the room is a makeshift carpentry shop, where cultists build new chests and boxes to hold the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Choosing a Guild Chapter 2 describes the ten guilds of Ravnica in detail. How do you decide what guild you want your character to belong to? You can choose one of these approaches: Look at the
one catch your eye. If you have access to Magic: the Gathering cards from a Ravnica set, find a card that appeals to you and build that character. If you’re a Magic player and you already have a
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
1Q. Great Hall The cultists eat their meals and conduct most of their business in this high, wide hall. The eastern end of the hall is used for dining and socializing. The western half is where
inner ward. Even asleep, the guard drakes are at normal alertness. Treasure The southwest corner of the room is a makeshift carpentry shop, where cultists build new chests and boxes to hold the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
1Q. Great Hall The cultists eat their meals and conduct most of their business in this high, wide hall. The eastern end of the hall is used for dining and socializing. The western half is where
inner ward. Even asleep, the guard drakes are at normal alertness. Treasure The southwest corner of the room is a makeshift carpentry shop, where cultists build new chests and boxes to hold the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
1Q. Great Hall The cultists eat their meals and conduct most of their business in this high, wide hall. The eastern end of the hall is used for dining and socializing. The western half is where
inner ward. Even asleep, the guard drakes are at normal alertness. Treasure The southwest corner of the room is a makeshift carpentry shop, where cultists build new chests and boxes to hold the
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
steal from a friend, an enemy, or a stranger. To take something that doesn’t belong to you without the rightful owner’s permission is a crime and an unforgivable breach of etiquette. Rule of
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
steal from a friend, an enemy, or a stranger. To take something that doesn’t belong to you without the rightful owner’s permission is a crime and an unforgivable breach of etiquette. Rule of
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
steal from a friend, an enemy, or a stranger. To take something that doesn’t belong to you without the rightful owner’s permission is a crime and an unforgivable breach of etiquette. Rule of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
fight when they could talk instead and build on this ecosystem of wondrous cultures and fascinating traditions.
7 I owe the short-lived mortals I become friends with the responsibility of
and my pleasure to give an excellent performance. (Any)
6 Ownership. This town, these families, this world—I’ve spent centuries watching over them, and they belong to me. (Evil)
Silver
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Intrigue Stories in the noir tradition tend to start slowly and build gradually as the mystery gets deeper and more convoluted, until the situation erupts in a climactic confrontation. In contrast to
apparent victim in the situation is actually the villain. 2 A supposedly valuable object is actually worthless (or vice versa). 3 A valuable object doesn’t belong to the person who claims to own it. 4
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
house are willing to be channeled only once per day, so the party must wait until after the following dawn to conduct another séance. Preparation and Ambiance. Plan for séances in a way that creates a
spirits’ house, and before the dead accept the trespassers, these spirits try to build a rapport through at least three interactions. The séances described in the following sections outline the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
the town’s shallow mud flats) to be transferred to cities along the Sword Coast. Two hundred years ago, the wizard Thalivar made his home here and raised a tower at the town center to conduct his
attempt to build docks for barges, made to cross the marsh and meet merchant ships in the sea.
Outside of town, a settler camp nestles under the trees alongside the High Road. At the center of town, the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Intrigue Stories in the noir tradition tend to start slowly and build gradually as the mystery gets deeper and more convoluted, until the situation erupts in a climactic confrontation. In contrast to
apparent victim in the situation is actually the villain. 2 A supposedly valuable object is actually worthless (or vice versa). 3 A valuable object doesn’t belong to the person who claims to own it. 4
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
fight when they could talk instead and build on this ecosystem of wondrous cultures and fascinating traditions.
7 I owe the short-lived mortals I become friends with the responsibility of
and my pleasure to give an excellent performance. (Any)
6 Ownership. This town, these families, this world—I’ve spent centuries watching over them, and they belong to me. (Evil)
Silver
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
the town’s shallow mud flats) to be transferred to cities along the Sword Coast. Two hundred years ago, the wizard Thalivar made his home here and raised a tower at the town center to conduct his
attempt to build docks for barges, made to cross the marsh and meet merchant ships in the sea.
Outside of town, a settler camp nestles under the trees alongside the High Road. At the center of town, the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Intrigue Stories in the noir tradition tend to start slowly and build gradually as the mystery gets deeper and more convoluted, until the situation erupts in a climactic confrontation. In contrast to
apparent victim in the situation is actually the villain. 2 A supposedly valuable object is actually worthless (or vice versa). 3 A valuable object doesn’t belong to the person who claims to own it. 4
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
fight when they could talk instead and build on this ecosystem of wondrous cultures and fascinating traditions.
7 I owe the short-lived mortals I become friends with the responsibility of
and my pleasure to give an excellent performance. (Any)
6 Ownership. This town, these families, this world—I’ve spent centuries watching over them, and they belong to me. (Evil)
Silver
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
the town’s shallow mud flats) to be transferred to cities along the Sword Coast. Two hundred years ago, the wizard Thalivar made his home here and raised a tower at the town center to conduct his
attempt to build docks for barges, made to cross the marsh and meet merchant ships in the sea.
Outside of town, a settler camp nestles under the trees alongside the High Road. At the center of town, the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
house are willing to be channeled only once per day, so the party must wait until after the following dawn to conduct another séance. Preparation and Ambiance. Plan for séances in a way that creates a
spirits’ house, and before the dead accept the trespassers, these spirits try to build a rapport through at least three interactions. The séances described in the following sections outline the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
house are willing to be channeled only once per day, so the party must wait until after the following dawn to conduct another séance. Preparation and Ambiance. Plan for séances in a way that creates a
spirits’ house, and before the dead accept the trespassers, these spirits try to build a rapport through at least three interactions. The séances described in the following sections outline the






