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Returning 35 results for 'binding before driven consult relative'.
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Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
animal’s tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!
— Don Bassingthwaite, The Binding Stone
Shifters are sometimes called the
personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast
Backgrounds
Baldur’s Gate: Descent into Avernus
Guild took over your family business, ran it into the ground, and burned the building for insurance money. You were driven into crime yourself, but you’ll never work for the Guild. You take
; but what you learn you pass on to the Guild.
4
The inequality of Baldur’s Gate has driven you to take matters into your own hands. You steal from patriars and rich Lower City residents
Backgrounds
Guildmasters’ Guide to Ravnica
the flesh as long as possible, and as a spirit afterward. (Any)
Bonds
d6
Bond
1
The unbearable weight of my debt has driven me to desperation.
2
I’m duty-bound
priests.
5
A Gruul druid hates me but would never dare to touch me.
6
I know an Izzet engineer who is desperate to pay off a debt accrued by a deceased relative.
7
Roll an additional
Backgrounds
Guildmasters’ Guide to Ravnica
.
2
A Boros soldier gives me gifts in exchange for information about other clans’ movements.
3
I once caught and released a Dimir spy.
4
I consult with a Golgari shaman for
joined the Cult of Rakdos.
9
A distant relative is trying to recruit me into the Selesnya Conclave.
10
I stopped a Simic biomancer from trapping wild beasts to perform vile experiments on them.
Species
Mordenkainen Presents: Monsters of the Multiverse
Hobgoblins trace their origins to the ancient courts of the Feywild, where they first appeared with their goblin and bugbear kin. Many of them were driven from the Feywild by the conquering god
the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in
Warlock
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
are comfortable in light armor and know how to use simple weapons. Delvers into Secrets Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and
shapes their lives. This thirst drives warlocks into their pacts and shapes their later careers as well. Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons
Monsters
Curse of Strahd
.
Stake to the Heart. If a piercing weapon made of wood is driven into his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed.
Sunlight Hypersensitivity. While
against other members of the adventuring party.
The Vampire’s Minions
Whenever Strahd appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
into alien weirdness: characters could venture into a demiplane resembling Wonderland, Oz, or a postapocalyptic wasteland. Khyber is a prison realm, and the dragonshards found there relate to binding
substantial profits. Aside from assisting in such profit-driven expeditions, Morgrave University doesn’t often sponsor independent missions into Khyber. Such missions rarely bring back physical objects of any
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Ravnica. The text of the Guildpact spelled out specific roles for each guild within the infrastructure of Ravnica, allowing the city to grow while the guilds coexisted in relative peace. But the true
power of the Guildpact was the strength of its magically binding force, which absolutely prevented large-scale violence among the guilds. For ten millennia, the city grew and flourished under this
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
safe passage to any who approach them peacefully. The relative isolation of Neverlight Grove, its abundance of food and water, and the welcoming nature of its inhabitants might bring the characters
here to rest, recuperate, and resupply. While in the grove, they can consult with the colony’s myconid sovereigns about possible ways back to the surface world, while enjoying a much-needed respite
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
depths of the Ironroot Mountains. The orcs of Eberron weren’t formed by Gruumsh, and they aren’t inherently driven to evil. However, they are an extremely passionate and primal race, given to powerful
Marches were the first druids on Khorvaire. The Gatekeepers played a crucial role in defeating the alien daelkyr and binding this evil in Khyber, and their descendants continue to maintain the ancient
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Chapter 2: Attack of the Star Moth Driven from a coastal settlement by gigantic crystalline vines, astral blights, and earthquakes, the characters secured passage aboard the Moondancer, a galleon
course for the Rock of Bral. Now is the time for you to determine where the Rock of Bral is situated relative to the characters’ home world. Once you’ve determined the Rock of Bral’s location in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Delvers into Secrets Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and
shapes their later careers as well. Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Delvers into Secrets Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and
shapes their later careers as well. Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
by binding the current barons and monarchs to their will or by tearing down the current systems and creating something new. In stories driven by action, the Aurum can fund expeditions to exotic lands
and use magical doomsday devices to hold cities for ransom. In adventures driven by intrigue, the Aurum provides an opportunity to explore the lure of gold, and how far the characters might go in the service of an amoral patron.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
time enjoying the leisure and company of their kin and friends back home. The rising madness of the demon lords affects these brave pioneers more than those who live within the relative security of
driven to the point of near tyranny, demanding that their workers toil ever harder. Some miners pocket gemstones they dig out, while others are drawn to possess things the adventurers are carrying
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
personal revenge. 2 The Guild took over your family business, ran it into the ground, and burned the building for insurance money. You were driven into crime yourself, but you’ll never work for the Guild
to the Guild. 4 The inequality of Baldur’s Gate has driven you to take matters into your own hands. You steal from patriars and rich Lower City residents, funneling the money through charitable fronts
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The Guild took over your family business, ran it into the ground, and burned the building for insurance money. You were driven into crime yourself, but you’ll never work for the Guild. You take
Guild.
4 The inequality of Baldur’s Gate has driven you to take matters into your own hands. You steal from patriars and rich Lower City residents, funneling the money through charitable fronts
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
more demons encounter the party and attack. Roll a d12 and consult the Demons table to determine what the characters meet. d20 Demons 1–2 2d4 barlguras 3–4 2d4 chasmes 5–6 1d4 hezrous 7–8 1d100 manes
. Roll a d6 and consult the Fungi table to determine what special type of fungi can be found here. If this encounter takes place in Araumycos’s domain, an overabundance of fungi cover all of the other cave
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
creature driven insane by the influence of the demon lords. Roll a d4 and consult the table to determine what appears. Then roll on the Indefinite Madness table in chapter 8 of the Dungeon Master’s Guide
Brilliance 18 Spore servants 19–20 Traders Ambushers One or more creatures attempt to ambush the party as it makes its way through the Underdark. Roll a d20 and consult the table to determine what the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
their boat is abandoned so as to lure the adventurers on board before they attack. Roll a d20 and consult the Duergar Keelboat Cargo table to determine what, if anything, the duergar are transporting in
and bring them there. See “The Day’s Catch” for details. Roll a d20 and consult the Kuo-toa Keelboat Cargo table to determine what, if anything, the Kuo-toa are transporting in their keelboat. Kuo-toa
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
deceive since childhood. You’ve been involved in dozens of schemes and feuds, and you’re likely still tied up in a few of them (consult the Zil Schemes table). Even if you have a good heart and noble
waiting for the day when your skills will be put to use. Zil Schemes 1d10 Scheme
1 Your family is working on a new form of elemental binding, but they need Khyber dragonshards—lots of them
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
driven 10 feet underwater and restrained there. The creature can use its action to make a DC 15 Strength (Athletics) check, ending the restrained condition on a success. Aboleth Whispers Whenever the
Master’s Guide. Random Encounters Check for a random encounter every 10 minutes. Roll a d20 and consult the following table to determine what, if anything, the characters encounter: d20 Encounter 1 1
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the city appeared in the sky. The demons are trying to climb the binding posts or fly to the city, but the devils constantly push them back. The devils are also trying to figure out how to best use
survivors desperate to have the party escort them to relative safety in the western part of the city. When new fights break out with vulnerable NPCs in tow, it’s up to you how you want to handle
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
to destroy the city of Azumar and open the tomb of Prince Hamukai as the survivors flee to Haruun.” The crude map shows the location of the city of Azumar relative to Haruun. Following the map
correctly requires a successful DC 14 Wisdom (Survival) check. If a Bedine is present to consult, the check succeeds automatically.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
martial weapon or a natural weapon, if it has one. The next creature hit by the touched weapon must succeed on a DC 15 Wisdom saving throw or experience short-term madness for 10 minutes. Consult the
their relative strength. But they are all forces of corruption and evil. Nothing good can come from their influence. No bargain made with them ends in anything other than madness, plague, death, or worse.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Over a century of service, she has woven a net of graft and extortion across Menthis Plateau; she looks after those who pay their dues. Her mother was driven from House Phiarlan when she developed an
Maira ir’Talan, a distant relative of the Lord Commander, leads the Blackened Book. A gifted diviner, Maira is a highly effective leader. What none know is that she’s also an agent of the Dreaming
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, roll a d20 and consult the Manor Encounters table to determine whom or what the characters encounter. Manor Encounters d20 Encounter 1 Roll twice more on this table, using 2d10 instead of a d20
home village slashed his face with a dagger. It serves as a constant reminder of his past. Although outwardly friendly, Quill is driven by three selfish desires: to preserve his well-being, to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
consult the Duthcloim Encounters table, or choose an encounter that you like. The party can avoid random encounters in Duthcloim by succeeding on a DC 13 Dexterity (Stealth) group check. Duthcloim
is out surveying damaged sections of the city. Merchants and crafters who confront the priestess, claiming to have lost everything in Demogorgon’s attack, are banished to the Braelyn. Locals driven mad
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
formerly high-profile drow forced out of their homes and holdings. If you want a random encounter to occur as the characters make their way through the Eastmyr district, roll a d20 and consult the Eastmyr
for a group of drow driven mad by Demogorgon’s rampage. These drow carve the symbol of Demogorgon — a Y with curled ends — into their palms and foreheads, and they can hear the twin voices of the Prince
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
if you use up the table’s entries. Drowned Forest Oddities d10 Encounter 1 A human zombie is chained to a wooden stake driven into the ground. The remains of many other zombies lie nearby. A
chance of each); roll a d20 again and consult the table. Drowned Forest Random Encounters d20 Encounter 1–3 1d4 awakened trees 4–5 2d6 zombies 6–7 1d3 shambling mounds 8–9 2d4 myconid adults and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
is to express disbelief that the death curse has anything to do with Chult. If characters give a compelling argument or make a donation to the church of at least 25 gp, Zitembe agrees to “consult the
to create amazing shapes. It’s all done with nozzles and valves moving on cams, driven by the city’s plentiful water pressure. 9. Temple of Sune Isolated atop a rocky formation in the sea, the temple
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Island Theme Each island encountered has a theme chosen or rolled on the Island Theme table. This theme defines the island’s story in one broad stroke. Once you have a theme, consult its section
island never gets visitors. The characters’ arrival is cause for a peculiar but earnest celebration. 4 The island’s leader is a long-lost relative or friend of a character’s family. Wild Island
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
characters are driven by a higher purpose than selfish gain or ambition. Characters might struggle with moral quandaries, fighting the evil tendencies within themselves as well as the evil that
hidden chambers. Swashbuckling Conflicts. Conflicts like these highlight the themes of a swashbuckling campaign: Inherited Antagonists. A character inherits a magic item from a deceased relative
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, the order is a dedicated group of like-minded individuals driven by religious zeal or a finely honed sense of justice and honor. The order is ready to lash out the moment evil acts, and not a moment
. Emerald Enclave You don’t need to consult with others in the Emerald Enclave to know that the werewolves are upsetting the natural order. For balance to be restored, they must be eradicated. It seems the






