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Returning 23 results for 'broad being devious core resolve'.
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Classes
Player’s Handbook
Core Rogue Traits
Primary Ability
Dexterity
Hit Point Die
D8 per Rogue level
Saving Throw Proficiencies
Dexterity and Intelligence
Skill Proficiencies
Choose 4: Acrobatics
to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.
Becoming a Rogue...
As a Level 1 Character
Gain all the traits in the Core Rogue
Classes
Player’s Handbook
broad ability and extensive specialization makes Fighters superior combatants.
Becoming a Fighter...
As a Level 1 Character
Gain all the traits in the Core Fighter Traits table.
Gain the
Core Fighter Traits
Primary Ability
Strength or Dexterity
Hit Point Die
D10 per Fighter level
Saving Throw Proficiencies
Strength and Constitution
Skill Proficiencies
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attack roll is rerolled against the chosen creature.Ancient and devious, morkoths are voracious collectors. Each one floats through the planes on a strange, mobile island, amassing the valuables
fragments that make up the island’s core are also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair
Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
enjoy simple yet lovely jewelry.
A Timeless Perspective
Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are
insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Fighter NÉSTOR OSSANDÓN LEAL A Master of All Arms and Armor Core Fighter Traits Primary Ability Strength or Dexterity Hit Point Die D10 per Fighter level Saving Throw Proficiencies Strength and
specializes in certain styles of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad ability and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Fighter Core Fighter Traits Primary Ability Strength or Dexterity Hit Point Die D10 per Fighter level Saving Throw Proficiencies Strength and Constitution Skill Proficiencies Choose 2: Acrobatics
archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad ability and extensive specialization makes Fighters superior
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
A Timeless Perspective Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
keep. We’ve got those, and lots of ‘em. But the foundation of the city is the core towers. The walls of these towers are so thick, you could fit your lord’s entire castle in one.
You’ve got your
outside districts where you get the open air, built on the bridges and platforms that connect the core towers together. You’ve got the little turrets, built on the core tower walls and the bridges
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
A Timeless Perspective Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don’t need to take turns, but the DM listens to every player and decides how to resolve
the flow of the game right back to step 1.
This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a mighty dragon
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, the city can count on the other members of the Lords’ Alliance to come to its defense. This arrangement infuriates Amn, which is not prepared to test the alliance’s resolve. To the east, the nations of
Elturgard and Cormyr view Baldur’s Gate as a lawless cesspool that might have to be dealt with someday. These nations especially frown on the city’s broad religious tolerance. Candlekeep To enter the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, the city can count on the other members of the Lords’ Alliance to come to its defense. This arrangement infuriates Amn, which is not prepared to test the alliance’s resolve. To the east, the nations of
Elturgard and Cormyr view Baldur’s Gate as a lawless cesspool that might have to be dealt with someday. These nations especially frown on the city’s broad religious tolerance. Candlekeep To enter the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Kaylan is a devious vampire who arrived in Avernus after dodging a group of vampire hunters on the Material Plane. When Windfall refurbished the Red Belvedere, the tiefling employed Kaylan to design the
an explanation of the game’s rules). Rezran is an opportunist to his core, always chasing after riches. He is a devoted follower of Tiamat and covets the Dragon Queen’s amassed wealth. Gaining Rezran’s
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
resolve those actions.
Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But
, which brings the flow of the game right back to step 1.
This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
their grievances against the Xaryxian Empire, while Xeleth attempts to twist every point against them. Resolve this debate by having one of the characters—whichever one is leading the argument in favor
to the radiant core of Xaryxis, along with anything it is wearing or carrying. (The zodar is immune to this effect.) A creature that enters the star or ends its turn there takes 132 (24d10) radiant
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
being a defender is core to your identity as a ranger. As a member of Acquisitions Incorporated, you channel your natural proclivity for protectiveness into a razor-sharp focus on the franchise. Pure
members of your franchise might panic when that crate of figurines of wondrous power you acquired turns out to all be self-activating obsidian steeds. But you have the steady nerves and earnest resolve
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
befall characters, including mind-control magic, helplessness, and death. That said, D&D is a game that has in-world conflicts and mayhem. Certain core elements of the game are difficult to ignore. For
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
, including mind-control magic, helplessness, and death. That said, D&D is a game that has in-world conflicts and mayhem. Certain core elements of the game are difficult to ignore. For example, taking damage
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Morkoth Ancient and devious, morkoths are voracious collectors. Each one floats through the planes on a strange, mobile island, amassing the valuables, oddities, and castoffs of the multiverse in a
in a spacious vault at the center of the warren, where the celestial fragments that make up the island’s core are also located. Sections of the lair and its center might be kept dry to better protect
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Morkoth Ancient and devious, morkoths are voracious collectors. Each one travels the planes, amassing the valuables, oddities, and castoffs of the multiverse to make its collection ever more complete
several underground chambers, although other structural forms might be incorporated. The morkoth dwells among its most prized possessions in a spacious vault at the core of the warren, where the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
by weapons and claws, separate this area from the heart of the cathedral. H3. Central Altar Read the following as the characters enter this area: An altar rests on a raised dais in this broad hall
. Though he is not truly in danger of losing this ability (his resolve is simply shaken), this can provide a roleplaying opportunity for the characters to boost his spirits and strengthen his faith. H5
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
property again for 24 hours. P4: Entrance Porch A broad flight of porphyry steps ascends to a massive arched doorway. The arch over the double door protrudes from the wall and is supported by two stone
couple. They’re fiercely protective of the pair. Breaking the Enchantment. If the characters break the fountain’s enchantment on Argus and Hamish, the two are grateful but ultimately resolve to remain
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. The dread warriors attempt to drag any helpless characters to the pit in the intersection near this room or to area 9, where they throw open the doors. Devious and arrogant, Tarul Var thinks all other
crosses the threshold into this room. The walls here consist of worked stone, but the thirty-foot-high ceiling of this broad chamber features rough rock hung with jagged stalactites. Seams in the floor






