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Returning 13 results for 'builders being diffusing contacts religion'.
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Backgrounds
Guildmasters’ Guide to Ravnica
.
Skill Proficiencies: Intimidation, Religion
Languages: Two of your choice
Equipment: An Orzhov insignia, a foot-long chain made of ten gold coins, vestments, a set of fine clothes, and
.
Contacts
The Orzhov Syndicate operates according to a strict hierarchy built on a network of connections among old, wealthy families. Your family might provide important contacts, while your family’s
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Wiggan’s cult contacts helped remove a couple of his rivals, and assured him his wealth and influence could only increase as the cult ascended to power. Among the Nettlebees, Wiggan’s secret is known only
and grandfather’s new religion, but he remains unaware of its true nature. In fact, Wiggan and Bertram don’t know the cult’s ultimate aims, only that it reveres a mighty earth power. After the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
soldiers or more-or-less reformed criminals. Networker. The Networker knows exactly who can get the party what they need. This character makes extensive use of contacts and friends to facilitate the
party’s work. A character with the criminal background likely has underworld contacts, while an urchin could be familiar with the ins and outs of the city. Interpersonal connections are typically more
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
rivalries with humans, elves, and dwarves. A hobgoblin kingdom might serve as a buffer between a human kingdom and a blighted region overrun by the spawn of Kyuss. Kobolds might be city builders, the
dwarves and have adopted their culture. 4 At a young age, you adopted a human religion and now serve it faithfully. 5 You received divine insight that sent you on your path, and occasionally receive new
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
this kind of work. Characters with the criminal background excel at putting their skills and contacts to use on the church’s behalf. Prophet. The Prophet is a visionary with a more-or-less direct
connection to the divine. This character might be the driving force behind the group’s quests, steering them according to divine will. Proficiency in skills such as Insight and Religion can help reflect
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Builders bear accessories made from feathers and flowers, paired with snakeskin kilts. Faith and Fortune Religion in Atagua revolves around the Suwa, a shifting pantheon of hundreds of folk heroes
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
devil that manifests as a pillar of smoke above the symbol on the floor. The images on the ceiling are pit fiends, recognizable by any character who succeeds on a DC 15 Intelligence (Religion) check
it needs the characters’ help to get there. Gargauth senses the presence of the characters when they enter the room and telepathically contacts one of them at random. Referring to itself as the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Request Omin Dran contacts the characters via the franchise documancer’s documancy satchel or some other form of magic. When he does, read the following to detail his request: “Yeah, so I’m going to need
residents benefit from the rebuilding work, and live in hope that the artisans and builders in the City of Skilled Hands can turn their home into the Jewel of the North once again. The Stable Quiver is a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, preferably in twos or threes. Any cleric who examines the chapel’s decor can attempt a DC 10 Intelligence (Religion) check to identify the deities that were once revered here: Oghma (god of
knowledge), Mystra (goddess of magic), Lathander (god of dawn), and Tymora (goddess of luck). This is an obvious sign that the builders of the castle were human. Developments If combat erupts here, the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
NPCs by Guild This section describes various nonplayer characters that belong to each guild. These characters can serve as enemies, rivals, allies, or contacts. In addition to the NPCs presented here
14(+2)
INT
11(+0)
WIS
17(+3)
CHA
13(+1)
Saving Throws Con +5, Wis +6
Skills Intimidation +4, Religion +3
Senses passive Perception 13
Languages any one language
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of winter scenes. Set into the back wall is a door inscribed with a large snowflake. A single word is carved into the lintel above it.
Characters who succeed on a DC 10 Intelligence (Religion) check
B) or a character who passed all four of Auril’s tests enters the room, the Frostmaiden contacts the character telepathically and asks, “Will you court death to receive my blessing?” She makes this
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
through the holes to unlatch the door from the inside, but mind flayers can unlatch the doors from the inside by reaching through the holes with their tentacles. Illithinoch’s original builders didn’t
gateway to the Far Realm. A character examining the runes who succeeds on a DC 13 Intelligence (Religion) check realizes that the runes spell out prayers to Ilvaash that will open the gateway into
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bereft of decor. Carved into each of its three doors is a full-figure depiction of one of the Dead Three. A character recognizes all the figures with a successful DC 10 Intelligence (Religion) check. East
escape through her web of contacts in Baldur’s Gate, which includes just about every tavern proprietor in the city. D23. Secret Door and Sentry This flooded tunnel has a secret door in the north wall






