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Returning 35 results for 'bonds before during combine rules'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
also form strong bonds with the elemental powers of Eldraine, allowing the mages to call on forces like the eastern wind or the fiery hearth.
“The high fae are capable of magic that would make
, embodying the natural splendor and danger of the wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must
Backgrounds
Guildmasters’ Guide to Ravnica
. That’s the world you have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance — but for it to keep up with the pace of
advancing civilization, nature needs some help from biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that can bolster the combine’s defenses
Species
Mordenkainen Presents: Monsters of the Multiverse
creates a mystical bond between the giver and the receiver of a gift.
On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms, vast
fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score
Backgrounds
Guildmasters’ Guide to Ravnica
, empathetic, and generally peaceful — unless roused to action. Their flaws and bonds alike grow naturally from their close ties to the community.
Personality Traits
d8
Personality Trait
finally know peace. (Any)
Bonds
d6
Bond
1
I would give my life in the defense of the small enclave where I first encountered Mat’Selesnya.
2
I love beasts and
Backgrounds
Guildmasters’ Guide to Ravnica
is an excellent deterrent for other criminals. (Evil)
Bonds
d6
Bond
1
I am beholden to an Azorius arrester who captured the criminal who killed my parents, saving me from
it and now does me occasional favors.
9
I have a fanatical Selesnya cousin who keeps trying to recruit me and everyone else in the family.
10
While growing up, I was bullied by a brat who’s now a hybrid in the Simic Combine.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Relationships As students, the characters have the opportunity to cement friendships, establish rivalries, deepen bonds, and otherwise develop relationships with student NPCs in this book’s
adventures. Although these pursuits could be played out entirely with roleplaying, you can use the following Relationship rules to reinforce this aspect of the adventures. These rules provide characters with
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Loyalty Having the adventurers leading an expanded party gives you the opportunity to use the optional loyalty rules in chapter 4, “Creating Nonplayer Characters,” of the Dungeon Master’s Guide. You
can track the loyalty scores of groups of NPCs, such as those belonging to each faction, rather than having to track NPCs individually. The characters must balance the goals and bonds of their followers in order to maintain and improve their loyalty.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
combine with the adventures in this book to enhance the flavor of life at a university of magic.
If you find these rules aren’t the best fit for your group, you can run this book’s adventures without those rules, simply narrating the effects of related encounters without using rules to resolve them.
Strixhaven Tracking Sheet The sections on the following pages give special rules for certain aspects of university life. Players can use the sheet below to keep track of the effects of those rules on
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
further. This section defines two optional sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special options you can
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
go a step further. This chapter defines two optional sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
built (either by you or your players) using the character creation and advancement rules in the Player’s Handbook. It’s easiest on you if you let the players create and run these supporting characters
. Encourage players to roleplay supporting characters as true to the NPCs’ personality traits, ideals, bonds, and flaws as possible, so that they don’t come across as automatons. If you don’t feel that an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
rarity into a single item, provided no more than one of them requires Attunement. For example, you could combine the properties of a Helm of Comprehending Languages with those of a Helm of Telepathy
into a single helmet. This makes the item more powerful (and probably increases its rarity), but it won’t break your game. Special Features and Sentience Chapter 7 has rules for giving magic items interesting histories, minor properties, quirks, and sentience.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
must work for 8 hours. If an item requires multiple days, those days needn’t be consecutive. Assistants. Characters can combine their efforts to shorten the crafting time. Divide the time needed to
cost (such as a weapon or a suit of armor), you must also pay that entire cost or craft that item using the rules in “Equipment”. For example, to make +1 Armor (Plate Armor), you must pay 3,500 GP or
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Mobile Bastions The Bastion rules in the Dungeon Master’s Guide assume that characters establish their Bastions in a fixed location and that their adventures might take them away from their Bastions
ship, a lightning rail cart, or even an airship. The DM decides whether to allow characters to establish a mobile Bastion, which uses the following alterations to the normal Bastion rules. A mobile
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, Richard Whitters
Lead Rules Developer: Jeremy Crawford
Managing Editors: Jeremy Crawford, Christopher Perkins
Editors: Michele Carter, Scott Fitzgerald Gray
Editorial Assistance: Matt Sernett
. The Ring of Winter. 2012.
Lowder, James and Jean Rabe. The Jungles of Chult. 1993.
Novak, Kate and Jeff Grubb. Azure Bonds. 1988.
TSR, Inc. Fiend Folio. 1981
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
— Wizard Soldier While your players follow the steps of character creation as outlined in the Basic Rules, pay attention to the choices they make. The backgrounds they choose define who their
characters were before becoming adventurers, and also include roleplaying hooks in the form of ideals, bonds, and flaws — things that you, as the DM, want to know. For example, if a player chooses the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Character Traits As the players choose backgrounds for their characters, they can use the following tables to help determine their characters’ personality traits, ideals, bonds, and flaws. Players
idea, I get wildly excited about it until I come up with another, better idea. 7 I live by my own set of weird and wonderful rules. 8 I can’t bring myself to trust most adults. Ideals d8 Ideal 1
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
enthusiasts combine their athletic skills with the finesse of artists as they choreograph water dances to the latest popular songs. Live-Action Roleplaying Guild Skills: Animal Handling, Performance
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
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
resistance. 6 Every problem can be solved with the use of force. Devil Ideals d6 Ideal 1 Loyalty. I keep my vows to my superior and respect those who do the same. 2 Law. I might not like the rules
in the direst situation deserve respect. 6 Brutality. Overwhelming violence, and those who can deliver it, are worthy of obedience. Devil Bonds d6 Bond 1 I and my comrades fought well in the Blood
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Crafting Magic Items The Player’s Handbook contains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In these rules, “you” refers
8 hours. If an item requires multiple days, those days needn’t be consecutive. Assistants. Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
continuing to advance as a barbarian. Elves are known to combine martial mastery with magical training and advance as fighters and wizards simultaneously. Optional rules for combining classes in this
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
peoples can accomplish with the proper guidance.
Blue Dragon Ideals d6 Ideal
1 Order. Life is best when everyone is part of a hierarchy and rules are clear and consistent. (Lawful)
2
Display. One should never take risks or waste resources by using power if one can achieve the same results merely by the threat of power. (Any)
6 Loyalty. I don’t form bonds with those outside my
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
might also call for a Strength check when you try to accomplish tasks like the following: Force open a stuck, locked, or barred door Break free of bonds Push through a tunnel that is too small Hang
a Tiny creature, halve these weights. Variant: Encumbrance The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
might also call for a Strength check when you try to accomplish tasks like the following: Force open a stuck, locked, or barred door Break free of bonds Push through a tunnel that is too small Hang on
lift. For a Tiny creature, halve these weights. Variant: Encumbrance The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
.” Ready “Your foe seems to be waiting for something, ready to act.” You can combine those narrative descriptions with game rules: “Dispensing with attacks, your foe hurries across the room, taking the
Narration in Combat Although it’s important that the players understand what’s going on in terms of the rules, the game can get dull if everyone uses only “gamespeak”: “That’s an 18 to hit,” “You hit
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
character’s AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in the Equipment section. Record your AC on your
combine to give Bruenor an Armor Class of 18.
For Bruenor’s weapons, Bob chooses a battleaxe and two handaxes. His battleaxe is a melee weapon, so Bruenor uses his Strength modifier for his attacks and
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
suggested characteristics (personality traits, ideals, bonds, and flaws). Each guild entry also provides personal contacts; suggestions for your alignment, race, and class; and a list of spells that you can
you. Bonds and Contacts As a benefit of your guild membership, you have contacts both inside and outside the guild. Contacts are useful resources in the urban environment of Ravnica, where a friendly
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
cares about. Does it have any ideals, flaws, or bonds? By working such things into your portrayal, you not only make the character or monster more believable, but you also enhance the sense that the
expressions to help show a character’s emotions. Scowl, smile, grin, snarl, pout, cross your eyes — do whatever it takes to make the character or monster memorable to the players. When you combine facial
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sea Characters can row a boat for 8 hours per day, or can row longer at the risk of exhaustion (as per the rules for a forced march in chapter 8 of the Player’s Handbook). A fully crewed sailing
) dropped in the middle of some exotic land. There aren’t rules for determining when a shipwreck happens; it happens when you want or need it to happen.
Even the strongest seafaring ship can founder in a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
extra cost, and traveling on foot or by means the franchise provides). A majordomo is proficient in Charisma (Persuasion) and two skills of the DM’s choice. The DM is encouraged to use the rules for
band of ex-soldiers or reformed criminals) can add personality to the group. Consider using the rules in chapter 4 of the Dungeon Master’s Guide, applying the results of a single set of rolls to the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
take risks others might not. Fisher Ideals d6 Ideal 1 Camaraderie. Good people make even the longest voyage bearable. (Good) 2 Luck. Our luck depends on respecting its rules — now throw this
not fish the same spot twice in a row; suppress your greed, and nature will reward you. (Neutral) 6 Hard Work. No wave can move a soul hard at work. (Any) Fisher Bonds d6 Bond 1 I lost something
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Wealth. Heaps of coins in a secure vault is all I dream of. (Any) 2 Smuggler’s Code. I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful) 3
many lies, I place a high value on friendship. (Any) 6 Daring. I am most happy when risking everything. (Any) Smuggler Bonds d6 Bond 1 My vessel was stolen from me, and I burn with the desire to
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
time, as long as the work in progress is stored in a safe location. Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use
process that involves one or more adventures to track down rare materials and the lore needed to create the item. Potions of healing and spell scrolls are exceptions to the following rules. For more
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
improve a clan’s capabilities. Berronar Truesilver The Matron of Home and Hearth is the patron of family, honor, and law. She lays out the rules for managing a dwarf clan. Berronar’s code establishes the
the bonds that create dwarven society and culture. Berronar’s priests arrange marriages, using a process that finds the best matches and is designed to ensure that each generation of a clan is stronger
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
factors, including alignment, ideals, bonds, and flaws. So use these tables as a starting point, but flesh out each dragon’s goals as you develop a complete picture of the dragon’s personality. Blue
combine to make that dragon’s influence felt in the natural world for hundreds of miles. In addition to these magical effects, the dragon’s ongoing presence can have a profound impact on the region’s






