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Returning 35 results for 'blessed bad diffusing curious reason'.
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bless bad diffusing curious reasoned
Monsters
Spelljammer: Adventures in Space
and the nectar of the bozo flower. Eventually, Thrill Joy transformed the faithful into fiendish creatures and “blessed” them with clown-like appearances.
Space clowns acquired their
space in garishly decorated ships and sometimes take up residence on populated worlds, where they set up carnival tents to lure curious onlookers into their clutches. They are armed with colorfully
Backgrounds
Sword Coast Adventurer's Guide
;t a native, your reason for leaving “home” probably has something to do with getting away from a bad situation.
Feature: All Eyes on You
Your accent, mannerisms, figures of
provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.
d6
Reason
d6
Reason
1
Emissary
4
Pilgrim
Backgrounds
Guildmasters’ Guide to Ravnica
You are a member of a blessed community, built on the ideals of harmony. Here, nature and civilization coexist peacefully, living and growing in accordance with the will of the Worldsoul, Mat&rsquo
conclave has a deeper connection to the Worldsoul than I do.
6
I’m trying to atone for the life of crime I led before I joined the Selesnya, but I find it hard to give up my bad habits
Tortle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
The Tortle Package
. Tortles tend to be most uncomfortable underground, where neither the sun nor the moon is visible to them.
Blessed are the days when both the sun and moon are visible in the sky at the same time
prefer simple, non-gender-specific names that are usually no more than two syllables. If a tortle doesn’t like its name for whatever reason, it can change it. A tortle might change its name a dozen
Backgrounds
Baldur’s Gate: Descent into Avernus
a frivolous lark. You’ve maintained a solitary vigil outside the cavern entrance ever since.
2
You crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less
past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society.
Work with your DM to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Bent Pyramid In the northern desert stands a small pyramid that has a curious design: the sides rise from the earth at a steep angle until halfway up, then come together at a shallower angle. The
Bent Pyramid, which is encased in black granite, has no interior, no temple, and no obvious reason for existing. Sute’s Chosen, however, know it sits atop a well of immense magical power that can be tapped by manipulating sound waves.
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
changes in the prevailing winds that they regarded as a bad omen.
Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air
.
Great Purpose
Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Bent Pyramid In the northern desert stands a small pyramid that has a curious design: the sides rise from the earth at a steep angle until halfway up, then come together at a shallower angle. The
Bent Pyramid, which is encased in black granite, has no interior, no temple, and no obvious reason for existing. Sute’s Chosen, however, know it sits atop a well of immense magical power that can be tapped by manipulating sound waves.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Bent Pyramid In the northern desert stands a small pyramid that has a curious design: the sides rise from the earth at a steep angle until halfway up, then come together at a shallower angle. The
Bent Pyramid, which is encased in black granite, has no interior, no temple, and no obvious reason for existing. Sute’s Chosen, however, know it sits atop a well of immense magical power that can be tapped by manipulating sound waves.
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
, giving each individual and every generation a reason to feel pride and self-respect. The kobolds prefer to run away than fight, to live off the scraps of others, and they are often dominated by larger
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
she uses this power and tends to frown upon the one so “blessed.”
Future Warriors
Young orcs must mature quickly in order to survive their perilous upbringing. Their early years are
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Durnan The proprietor of the Yawning Portal is something of an enigma. Blessed with a seemingly limitless life span by treasures he brought back from his expedition nearly two centuries ago, he is as
. My friends and family are long gone. I love this place, but I try not to get attached to the people here. I’ll outlive them all. Lucky me. Flaw: Heartless. If you want sympathy, the Temple of Ilmater is in the Sea Ward. No matter how bad things are, you’ll be gone in a blink of an eye.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Durnan The proprietor of the Yawning Portal is something of an enigma. Blessed with a seemingly limitless life span by treasures he brought back from his expedition nearly two centuries ago, he is as
. My friends and family are long gone. I love this place, but I try not to get attached to the people here. I’ll outlive them all. Lucky me. Flaw: Heartless. If you want sympathy, the Temple of Ilmater is in the Sea Ward. No matter how bad things are, you’ll be gone in a blink of an eye.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Durnan The proprietor of the Yawning Portal is something of an enigma. Blessed with a seemingly limitless life span by treasures he brought back from his expedition nearly two centuries ago, he is as
. My friends and family are long gone. I love this place, but I try not to get attached to the people here. I’ll outlive them all. Lucky me. Flaw: Heartless. If you want sympathy, the Temple of Ilmater is in the Sea Ward. No matter how bad things are, you’ll be gone in a blink of an eye.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Arcane Magic Users Unlike some other humanoids, kobolds don’t fear or shun arcane magic. They see magic as part of their connection to dragons, and are proud to be blessed with the ability to wield
damaging magic (which can also be used in mining), augmentation (of materials or allies), or divination (to find raw materials and foresee threats to the tribe). The main reason why kobolds depend on
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Arcane Magic Users Unlike some other humanoids, kobolds don’t fear or shun arcane magic. They see magic as part of their connection to dragons, and are proud to be blessed with the ability to wield
damaging magic (which can also be used in mining), augmentation (of materials or allies), or divination (to find raw materials and foresee threats to the tribe). The main reason why kobolds depend on
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Arcane Magic Users Unlike some other humanoids, kobolds don’t fear or shun arcane magic. They see magic as part of their connection to dragons, and are proud to be blessed with the ability to wield
damaging magic (which can also be used in mining), augmentation (of materials or allies), or divination (to find raw materials and foresee threats to the tribe). The main reason why kobolds depend on
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Adventure Background The Cognoscenti Esoterica collects obscure objects of curious origin and historical significance. The group’s interests focus on items owned by powerful and popular individuals
speculated to maintain covert ties with occult or nefarious organizations. Serious academics often write off the Cognoscenti Esoterica as charlatans or pranksters, and with good reason: the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
spread stories of the Dark Lady to scare off curious or foolhardy adventurers. They warn fellow members to approach Nurvureem with extreme caution. In recent months, Nurvureem has been pestered by
. Reason to Visit. A side trek in chapter 6 takes place at Rundreth Manor, and the characters have a chance to confront the Dark Lady and perhaps find common cause against the cults.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
spread stories of the Dark Lady to scare off curious or foolhardy adventurers. They warn fellow members to approach Nurvureem with extreme caution. In recent months, Nurvureem has been pestered by
. Reason to Visit. A side trek in chapter 6 takes place at Rundreth Manor, and the characters have a chance to confront the Dark Lady and perhaps find common cause against the cults.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Adventure Background The Cognoscenti Esoterica collects obscure objects of curious origin and historical significance. The group’s interests focus on items owned by powerful and popular individuals
speculated to maintain covert ties with occult or nefarious organizations. Serious academics often write off the Cognoscenti Esoterica as charlatans or pranksters, and with good reason: the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
spread stories of the Dark Lady to scare off curious or foolhardy adventurers. They warn fellow members to approach Nurvureem with extreme caution. In recent months, Nurvureem has been pestered by
. Reason to Visit. A side trek in chapter 6 takes place at Rundreth Manor, and the characters have a chance to confront the Dark Lady and perhaps find common cause against the cults.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Adventure Background The Cognoscenti Esoterica collects obscure objects of curious origin and historical significance. The group’s interests focus on items owned by powerful and popular individuals
speculated to maintain covert ties with occult or nefarious organizations. Serious academics often write off the Cognoscenti Esoterica as charlatans or pranksters, and with good reason: the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
deal with than the average member of the city watch. If your character’s backstory doesn’t already include a personage of this sort, you could work with your DM to come up with a reason why an
1 The pirate captain on whose ship you once served; what you call moving on, the captain calls mutiny 2 A master spy to whom you unwittingly fed bad information, which led to the assassination of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
from one generation to the next: The souls of those who die in Barovia can’t escape to the afterlife. They are prisoners in Strahd’s domain. Some Vistani women are blessed with prescience. Of all the
who is undeserving of such punishment can have grave consequences for the one who utters such a curse. Ravens carry lost souls within them, so killing one is bad luck. (The ravens don’t carry souls within.)
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
deal with than the average member of the city watch. If your character’s backstory doesn’t already include a personage of this sort, you could work with your DM to come up with a reason why an
1 The pirate captain on whose ship you once served; what you call moving on, the captain calls mutiny 2 A master spy to whom you unwittingly fed bad information, which led to the assassination of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
deal with than the average member of the city watch. If your character’s backstory doesn’t already include a personage of this sort, you could work with your DM to come up with a reason why an
1 The pirate captain on whose ship you once served; what you call moving on, the captain calls mutiny 2 A master spy to whom you unwittingly fed bad information, which led to the assassination of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
from one generation to the next: The souls of those who die in Barovia can’t escape to the afterlife. They are prisoners in Strahd’s domain. Some Vistani women are blessed with prescience. Of all the
who is undeserving of such punishment can have grave consequences for the one who utters such a curse. Ravens carry lost souls within them, so killing one is bad luck. (The ravens don’t carry souls within.)
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
from one generation to the next: The souls of those who die in Barovia can’t escape to the afterlife. They are prisoners in Strahd’s domain. Some Vistani women are blessed with prescience. Of all the
who is undeserving of such punishment can have grave consequences for the one who utters such a curse. Ravens carry lost souls within them, so killing one is bad luck. (The ravens don’t carry souls within.)
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
most of their time on the Astral Plane. For this reason, astral travelers avoid using years as a measurement of time.
Travel by Thought Alone A creature doesn’t need a vessel to travel through the
can move in any direction at a flying speed in feet equal to 5 × its Intelligence score. Astral Sea Navigation One doesn’t need a map to navigate the Astral Sea. Here, all creatures are blessed with
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Orog Orogs are orcs blessed with a surprisingly keen intellect that ordinary orcs believe is a gift from the orc goddess Luthic. Like Luthic, orogs prefer to live underground, although the scarcity
foremost — because they believe that the gods have strength beyond reason, and physical might is all they respect. Servants of Darkness. Mistrusted by orcs, some orogs form independent mercenary war
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
most of their time on the Astral Plane. For this reason, astral travelers avoid using years as a measurement of time.
Travel by Thought Alone A creature doesn’t need a vessel to travel through the
can move in any direction at a flying speed in feet equal to 5 × its Intelligence score. Astral Sea Navigation One doesn’t need a map to navigate the Astral Sea. Here, all creatures are blessed with
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
likewise be remarkable or have a desperate reason to have braved the Mists. Learning about such wanderers can drive the characters from a single adventure into a larger campaign that explores other
carrying a message from the Keepers of the Feather
4 Curious members of the Keepers of the Feather led by a wereraven (see chapter 5) in disguise
5 A band of Vistani
6 A spirit that cries out before being yanked back into the Mists, leaving behind a Mist talisman
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
most of their time on the Astral Plane. For this reason, astral travelers avoid using years as a measurement of time.
Travel by Thought Alone A creature doesn’t need a vessel to travel through the
can move in any direction at a flying speed in feet equal to 5 × its Intelligence score. Astral Sea Navigation One doesn’t need a map to navigate the Astral Sea. Here, all creatures are blessed with
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Orog Orogs are orcs blessed with a surprisingly keen intellect that ordinary orcs believe is a gift from the orc goddess Luthic. Like Luthic, orogs prefer to live underground, although the scarcity
foremost — because they believe that the gods have strength beyond reason, and physical might is all they respect. Servants of Darkness. Mistrusted by orcs, some orogs form independent mercenary war






