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Returning 35 results for 'bonds burning diffusing confident rules'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
he's tight with Levistus. He rules the roost by sheer force of personality, though it chafes him that Hethyl Arkorran has more respect and influence within the cult. Kadroth doesn't involve Avarice
to do so.
For all his political machinations, Kadroth is a visionary who has so far made the cult stronger through his actions and decisions. He spends hours behind his desk, staring into the burning
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
Monsters
Icewind Dale: Rime of the Frostmaiden
challenge, even when the odds are clearly stacked against her. Seeing other wizards as a threat, paranoia rules her life.
Avarice has been a member of the Arcane Brotherhood for almost two years. She
. The book contains the spells Avarice has prepared plus the following additional spells: burning hands, cone of cold, find familiar, ice storm, lightning bolt, rope trick, thunderwave, tongues, wall of fire, and wall of force.Cold, Fire
Backgrounds
Guildmasters’ Guide to Ravnica
;AAAAAARRRRggggh! [To live is to feel and express the rage burning in your belly.] (Chaotic)
6
Tradition. The Old Ways must be preserved and upheld. (Any)
Bonds
d6
Bond
1
, conjure barrage
4th
dominate beast, stoneskin
5th
destructive wave
Fueled by the fire of rage burning in your heart, your magic is almost always accompanied by fiery
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
’s Code. I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful)
3
All for a Coin. I’ll do nearly anything if it
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
Folk Hero
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
arguments.
5
I’m confident in my own abilities and do what I can to instill confidence in others.
6
Thinking is for other people. I prefer action.
7
I misuse long words in an attempt
.
d6
Flaw
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of
Backgrounds
Guildmasters’ Guide to Ravnica
a set of beliefs about the nature of life. Simic members’ bonds and flaws derive from their scientific research — including their creation of new life forms, which they can become very
interfere with the conclusions of logic. (Lawful)
6
Superiority. My vast intellect and strength are directed toward increasing my sway over others. (Evil)
Bonds
d6
Bond
Backgrounds
Sword Coast Adventurer's Guide
the most equitable solution to arguments.
5
I’m confident in my own abilities and do what I can to instill confidence in others.
6
Thinking is for other people. I prefer action
with me to pursue my destiny.
d6
Flaw
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
questions: Will the rule or change improve the game? Will my players like it? If you’re confident that the answer to both questions is yes, give the new rule a try. Present house rules as experiments
House Rules House rules are new or modified rules you add to your game to make it your own and to enhance the style you have in mind for your game. Before you establish a house rule, ask yourself two
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
questions: Will the rule or change improve the game? Will my players like it? If you’re confident that the answer to both questions is yes, give the new rule a try. Present house rules as experiments
House Rules House rules are new or modified rules you add to your game to make it your own and to enhance the style you have in mind for your game. Before you establish a house rule, ask yourself two
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
questions: Will the rule or change improve the game? Will my players like it? If you’re confident that the answer to both questions is yes, give the new rule a try. Present house rules as experiments
House Rules House rules are new or modified rules you add to your game to make it your own and to enhance the style you have in mind for your game. Before you establish a house rule, ask yourself two
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
questions: Will the rule or change improve the game? Will my players like it? If you’re confident that the answer to both questions is yes, give the new rule a try. Present house rules as experiments
House Rules House rules are new or modified rules you add to your game to make it your own and to enhance the style you have in mind for your game. Before you establish a house rule, ask yourself two
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
questions: Will the rule or change improve the game? Will my players like it? If you’re confident that the answer to both questions is yes, give the new rule a try. Present house rules as experiments
House Rules House rules are new or modified rules you add to your game to make it your own and to enhance the style you have in mind for your game. Before you establish a house rule, ask yourself two
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
questions: Will the rule or change improve the game? Will my players like it? If you’re confident that the answer to both questions is yes, give the new rule a try. Present house rules as experiments
House Rules House rules are new or modified rules you add to your game to make it your own and to enhance the style you have in mind for your game. Before you establish a house rule, ask yourself two
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->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->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->Dungeon Master’s Guide (2014)
Chapter 9: Dungeon Master’s Workshop As the Dungeon Master, you aren’t limited by the rules in the Player’s Handbook, the guidelines in these rules, or the selection of monsters in the Monster Manual
. You can let your imagination run wild. This chapter contains optional rules that you can use to customize your campaign, as well as guidelines on creating your own material, such as monsters and
Backgrounds
Baldur’s Gate: Descent into Avernus
’m confident in my own abilities and do what I can to instill confidence in others.
6
Thinking is for other people. I prefer action.
7
I misuse long words in an attempt to sound smarter
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chapter 9: Dungeon Master’s Workshop As the Dungeon Master, you aren’t limited by the rules in the Player’s Handbook, the guidelines in these rules, or the selection of monsters in the Monster Manual
. You can let your imagination run wild. This chapter contains optional rules that you can use to customize your campaign, as well as guidelines on creating your own material, such as monsters and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation
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->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->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->Dungeon Master’s Guide (2014)
Chapter 9: Dungeon Master’s Workshop As the Dungeon Master, you aren’t limited by the rules in the Player’s Handbook, the guidelines in these rules, or the selection of monsters in the Monster Manual
. You can let your imagination run wild. This chapter contains optional rules that you can use to customize your campaign, as well as guidelines on creating your own material, such as monsters and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
expected the pirates to rebel, confident in their undead defenses even if they did. Unfortunately for the clerics, the pirates had enough numbers to barely make it through the skeleton horde. After
for the cellars being buried by the burning debris. After the battle, the pirates gathered what loot they could and abandoned the ruins, unaware that they were leaving survivors behind. When the smoldering wreckage cooled, the survivors made their way out through the rubble.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
expected the pirates to rebel, confident in their undead defenses even if they did. Unfortunately for the clerics, the pirates had enough numbers to barely make it through the skeleton horde. After
for the cellars being buried by the burning debris. After the battle, the pirates gathered what loot they could and abandoned the ruins, unaware that they were leaving survivors behind. When the smoldering wreckage cooled, the survivors made their way out through the rubble.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
expected the pirates to rebel, confident in their undead defenses even if they did. Unfortunately for the clerics, the pirates had enough numbers to barely make it through the skeleton horde. After
for the cellars being buried by the burning debris. After the battle, the pirates gathered what loot they could and abandoned the ruins, unaware that they were leaving survivors behind. When the smoldering wreckage cooled, the survivors made their way out through the rubble.
Backgrounds
Guildmasters’ Guide to Ravnica
Spell Level
Spells
Cantrip
fire bolt, vicious mockery
1st
burning hands, dissonant whispers, hellish rebuke
2nd
crown of madness, enthrall,
remade, with no guilds and no hierarchies. (Chaotic)
6
Spectacle. People are inspired by the greatness they see in art. (Any)
Bonds
d6
Bond
1
I have belonged to






