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Returning 35 results for 'certain resolve grinding to have religion'.
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Monsters
Eberron: Rising from the Last War
this way. Most magewright rituals take 10 minutes to perform, but certain complex rituals can take up to 1 hour. However long the ritual takes, it requires extra material components, usually in the
: speak with dead.
Deception (+3), Religion (+4)
8
Oracle
Guidance. Ritual only: augury, divination (1 hour).
History (+4), Religion (+4)
Backgrounds
Sword Coast Adventurer's Guide
You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable
you owe allegiance to.
Skill Proficiencies: Persuasion, plus one from among Arcana, History, Nature, and Religion, as appropriate for your order
Tool Proficiencies: One type of gaming set or musical
backgrounds
), Traveler's Clothes, 10 GP; or (B) 50 GP
Cultist Affinities
Cult Patron
Skill
Language
Aberration
Perception
Deep Speech
Celestial
Religion
Celestial
Fiend (Demon
)
Religion
Abyssal
Fiend (Devil)
Religion
Infernal
Fey
Nature
Sylvan
Cult Veneration
Cults propitiate beings of otherworldly power in hopes of sharing in that potency. Choose what
races
Mordenkainen Presents: Monsters of the Multiverse
a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed
of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
(Giants and Humanoids) Investigation Traps, ciphers, riddles, and gadgetry Nature Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants) Religion Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)
traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities) History Historic events and people, ancient civilizations, wars, and certain creatures
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
(Giants and Humanoids) Investigation Traps, ciphers, riddles, and gadgetry Nature Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants) Religion Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)
traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities) History Historic events and people, ancient civilizations, wars, and certain creatures
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(Giants and Humanoids) Investigation Traps, ciphers, riddles, and gadgetry Nature Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants) Religion Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)
traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities) History Historic events and people, ancient civilizations, wars, and certain creatures
compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Cultist Doomsayer and Fanatic Cultists devote themselves to their faith’s leaders and otherworldly masters. While this zeal grants cultists no magical powers, it gives them remarkable resolve in the
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
(Giants and Humanoids) Investigation Traps, ciphers, riddles, and gadgetry Nature Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants) Religion Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)
traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities) History Historic events and people, ancient civilizations, wars, and certain creatures
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
(Giants and Humanoids) Investigation Traps, ciphers, riddles, and gadgetry Nature Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants) Religion Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)
traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities) History Historic events and people, ancient civilizations, wars, and certain creatures
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(Giants and Humanoids) Investigation Traps, ciphers, riddles, and gadgetry Nature Terrain, flora, weather, and certain creatures (Beasts, Dragons, Oozes, and Plants) Religion Deities, religious hierarchies and rites, holy symbols, cults, and certain creatures (Celestials, Fiends, and Undead)
traditions, planes of existence, and certain creatures (Aberrations, Constructs, Elementals, Fey, and Monstrosities) History Historic events and people, ancient civilizations, wars, and certain creatures
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Time in the Campaign Most conflicts in a D&D campaign take weeks or months of in-world time to resolve. A typical campaign concludes within a year of in-world time unless you allow the characters to
certain times of year make for great adventure opportunities. Perhaps a ghostly castle appears on a certain hill on the winter solstice every year, or every thirteenth full moon is blood red and fills
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Time in the Campaign Most conflicts in a D&D campaign take weeks or months of in-world time to resolve. A typical campaign concludes within a year of in-world time unless you allow the characters to
certain times of year make for great adventure opportunities. Perhaps a ghostly castle appears on a certain hill on the winter solstice every year, or every thirteenth full moon is blood red and fills
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Interacting with Objects A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such as
certain objects have resistance or immunity to certain kinds of attacks. (It's hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks. Arcana. Your Intelligence (Arcana) check
(Investigation) check. Nature. Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles. Religion. Your Intelligence (Religion
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks. Arcana Your Intelligence (Arcana) check
(Investigation) check. Nature Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles. Religion Your Intelligence (Religion
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks. Arcana Your Intelligence (Arcana) check
(Investigation) check. Nature Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles. Religion Your Intelligence (Religion
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks. Arcana. Your Intelligence (Arcana) check
(Investigation) check. Nature. Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles. Religion. Your Intelligence (Religion
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
hobgoblin general, whose descendants want it back. The ways to resolve these problems aren’t always simple. Certain situations demand straightforward decisions. If Emerald Claw cultists are about to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Backgrounds that have ties to particular cultures, organizations, and historical events from your campaign are particularly strong. Perhaps the priests of a certain religion live as beggars supported by a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
regained its place as the dominant religion of Karrnath, but there is still a strong following for the Blood of Vol. Atur, the so-called “City of Night”, is the faith’s stronghold in Karrnath. The
of the other Five Nations, closer to a state of martial law. King Kaius III is a strong proponent of peace, but many of the local warlords are certain Karrnath could and should unite Galifar, and there are whispers of a coup.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Backgrounds that have ties to particular cultures, organizations, and historical events from your campaign are particularly strong. Perhaps the priests of a certain religion live as beggars supported by a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
hobgoblin general, whose descendants want it back. The ways to resolve these problems aren’t always simple. Certain situations demand straightforward decisions. If Emerald Claw cultists are about to
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
regained its place as the dominant religion of Karrnath, but there is still a strong following for the Blood of Vol. Atur, the so-called “City of Night”, is the faith’s stronghold in Karrnath. The
of the other Five Nations, closer to a state of martial law. King Kaius III is a strong proponent of peace, but many of the local warlords are certain Karrnath could and should unite Galifar, and there are whispers of a coup.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
gives them remarkable resolve in the face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices. Cultist Medium or Small
+0 +2
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
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
, which is distributed across the campus. Student-Mages of Faith Skills: Insight, Religion Member: Melwythorne, Shuvadri Glintmantle These pious students of many faiths gather to share prayers and theological debates and to celebrate one another’s high holidays.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
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
, which is distributed across the campus. Student-Mages of Faith Skills: Insight, Religion Member: Melwythorne, Shuvadri Glintmantle These pious students of many faiths gather to share prayers and theological debates and to celebrate one another’s high holidays.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
gives them remarkable resolve in the face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices. Cultist Medium or Small
+0 +2
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in action.) In such situations, have the characters take turns, though it’s usually not necessary to roll Initiative as you would in a combat encounter. Resolve one character’s actions before moving
something during exploration, you decide whether that action requires an ability check to determine success (as described in the earlier “Resolving Outcomes” section). Certain situations might call
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
burrows upward, waiting below the surface until its antennae detect movement from above. Then it bursts from the earth and seizes prey in its mandibles, crushing and grinding while it secretes acidic
digestive enzymes. These enzymes help dissolve a victim for easy swallowing, but the ankheg can also squirt acid to take down foes.
Bane of Field and Forest. Although ankhegs receive a certain
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
burrows upward, waiting below the surface until its antennae detect movement from above. Then it bursts from the earth and seizes prey in its mandibles, crushing and grinding while it secretes acidic
digestive enzymes. These enzymes help dissolve a victim for easy swallowing, but the ankheg can also squirt acid to take down foes.
Bane of Field and Forest. Although ankhegs receive a certain
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in action.) In such situations, have the characters take turns, though it’s usually not necessary to roll Initiative as you would in a combat encounter. Resolve one character’s actions before moving
something during exploration, you decide whether that action requires an ability check to determine success (as described in the earlier “Resolving Outcomes” section). Certain situations might call