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Returning 35 results for 'changing rule groups to have revealing'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
lone derro may seem pitiable, but a cackling, spitting, growling, howling horde of them is horrifying to behold.
Fractious in groups and individually weak, derro would have died out long ago but for
some duergar, derro are descended from a dwarven community that was left behind when the others escaped the rule of mind flayers. These remnants were so distorted by the mind flayers’ psionic
Circle of Stars
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Tasha’s Cauldron of Everything
revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.
Many druids of this circle keep records of the constellations and the stars’ effects on the
world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
powerful. A lone derro may seem pitiable, but a cackling, spitting, growling, howling horde of them is horrifying to behold.
Fractious in groups and individually weak, derro would have died out long
histories of some duergar, derro are descended from a dwarven community that was left behind when the others escaped the rule of mind flayers. These remnants were so distorted by the mind flayers
Backgrounds
Sword Coast Adventurer's Guide
, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for
innkeepers, rangers, and the clergy of gods that are aligned with the Harpers’ ideals.
The Order of the Gauntlet: One of the newest power groups in Faerûn, the Order of the Gauntlet has an
Magic Items
Quests from the Infinite Staircase
lantern’s flame goes out, the creature attuned to it immediately dies. One exception to this rule exists (see the “Destroying the Lantern” section).
Revealing Light. The lantern sheds
Monsters
Waterdeep: Dungeon of the Mad Mage
. Undermountain is his home, an amusement gallery in which others perform to entertain him.
The Mad Mage knows the ever-changing ways of Undermountain as no one else does, for he is the one who controls those
groups of adventurers try to gain decisive control of just a small section of Undermountain’s halls, Halaster constantly alters the dungeon’s perils to thwart them.
Halaster’s true
Backgrounds
Ghosts of Saltmarsh
, marines tend to operate best in groups, valuing camaraderie and the companionship of like-minded individuals.
D8
PERSONALITY TRAIT
1
I speak rarely but mean every word I say
Might. The strong train so that they might rule those who are weak. (Evil)
5
Bravery. To act when others quake in fear — this is the essence of the warrior. (Any)
6
Species
Spelljammer: Adventures in Space
Long ago, groups of elves ventured from the Feywild to the Astral Plane to be closer to their gods. Life in the Silver Void has imbued their souls with a spark of divine light. That light manifests
character’s ability scores, increase one of those scores by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to
backgrounds
almost always find small groups of desperate individuals putting their lives on the line for the amusement and enrichment of others. This hidden network of arenas has recently been organized into the
self-proclaimed Pit Fighter’s Guild and developed a series of coded phrases and symbols to identify its members. You follow the unspoken rule of Etharis: only the strong survive.
Human
Legacy
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Species
Basic Rules (2014)
dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
Variety in All Things
Humans are the most
, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
EVERYONE’S SECOND-BEST FRIENDS
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
featured in this chapter: A way to customize your character’s origin by changing some of your racial traits Guidance on changing your subclass The artificer class, a master of magical invention Class
features and subclasses for every class in the Player’s Handbook Feats for anyone who uses that optional rule The wizard Tasha studies magic outside the hut of her adoptive mother, Baba Yaga
races
Mordenkainen Presents: Monsters of the Multiverse
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For
Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
adventures in this anthology. Each adventure is designed for four to six characters of a particular level, but you can adjust for larger or smaller groups by changing the number of foes in an encounter and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
removing a few opponents from combat encounters. If the group is bigger, add opponents to the fights. Consider altering encounters for smaller groups to avoid overly tough battles. Character
Advancement. This adventure uses the milestone experience rule. Under this rule, completing certain events in the campaign causes the characters to level up. See “Advancement” later in this introduction.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
removing a few opponents from combat encounters. If the group is bigger, add opponents to the fights. Consider altering encounters for smaller groups to avoid overly tough battles. Character
Advancement. This adventure uses the milestone experience rule. Under this rule, completing certain events in the campaign causes the characters to level up. See “Advancement” later in this introduction.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
incarnation—whether an unwitting innocent, a determined vampire, a villain, or something else entirely—influences both Strahd’s and the characters’ relationship with her. Consider how changing Tatyana’s
incarnation allows you to give your own distinct spin to Ravenloft’s classic tale. Characters and groups marked with an asterisk on the following tables are further detailed in the “Travelers in the Mist” section at the end of in this chapter.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Rules Discussions You might need to set a policy on rules discussions at the table. Some groups don’t mind putting the game on hold while they hash out different interpretations of a rule. Others
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
removing a few opponents from combat encounters. If the group is bigger, add opponents to the fights. Consider altering encounters for smaller groups to avoid overly tough battles. Character
Advancement. This adventure uses the milestone experience rule. Under this rule, completing certain events in the campaign causes the characters to level up. See “Advancement” later in this introduction.
Bugbear
Legacy
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Species
Volo's Guide to Monsters
.
Gang Mentality
Since bugbears aren’t a particularly fecund race, their overall population is small and spread over a wide area. Bugbears live in family groups that operate much like gangs. The
bugbears recognize two other gods, both of which they disdain and fear: Maglubiyet and Skiggaret.
Maglubiyet, the leader of the goblinoid pantheon, forced both brothers to submit to his rule, but
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Socializing Many groups include players who come to the game primarily because they enjoy the social event and want to spend time with their friends, not because they’re especially invested in any
details of the game, rules, or story. As a rule, don’t try to force these players to be more involved than they want to be.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
telepathically and by changing color to reflect their moods. Flumphs dwell in psychically charged regions or near creatures with psionic magic. They harmlessly feed off psychic energies, but in doing so, they
Performing a psychic song or “smell poem.” 3 Recovering and nursing fallen adventurers. 4 Revealing the location of helpful magic items. 5 Serving as a guide to a foe’s hidden lair. 6 Sharing excessive encouragement and praise.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
tropes when creating your gothic horror domain: Gothic stories include intense, even exaggerated, emotions. Romances, rivalries, and life-changing events are common in these adventures. Atmosphere and a
before revealing them fully. Sacrifices feature prominently in gothic stories. Give characters heart-wrenching choices to make.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
larger or smaller groups as well as for characters of higher or lower level by swapping one monster or trap for another, changing the number of foes in an encounter, and adjusting DCs to make
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Optional Rule: Group Saving Throws Though minions often make saving throws individually, there are times when rolling individual saving throws for each minion could slow down the fight, like when a
pattern spell, the minions would make a total of seven saving throws against the spell: six for thirty minions divided into six groups of five, and one more save for the remaining group of four minions.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
where factions struggle to claim or hold it as a symbol of rule. Fierce followers of each faction scour the land, murdering any who oppose their faction. Refugees from the strife hide in the Backwaters
, and rebel groups there organize against the entire Vasavadan family. The Tower of Traitors is a dizzying, skull-studded structure that grows daily. Some say its completion will cleanse the nation of evil, while others believe it will summon the gods’ wrath.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
can adjust it for larger or smaller groups as well as for characters of higher or lower level by making a few changes, like swapping one monster or trap for another, changing the number of foes in an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Tracking Position at Long Range If combat erupts between two groups that are hundreds of feet away from each other, try the following techniques to keep track of who’s where: Note Paper. List all
the monsters advance toward the characters, decrease their numbers. Adjust the Grid Scale. If you’re using a battle grid, take a section of that grid and use it to track position, changing the scale so
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
good, which is why I live by an ever-changing set of rules. (Chaotic) 5 Honor. A deal is a deal, and I would never break one. (Lawful) 6 Rule of Three. Everything in the multiverse happens in threes. I
see the “rule of three” everywhere. (Lawful) 7 Obsession. I won’t let go of a grudge. (Evil) 8 Greed. I will do whatever it takes to get what I want, regardless of the harm it might cause. (Evil
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Factions of Krynn Close equivalents to the factions of the Forgotten Realms don’t exist in the Dragonlance setting, and so must be replaced with more suitable groups from Krynn. The Harpers
regional rangers dedicated to preserving the land. These groups work together at the behest of the unicorn of the Darken Wood, a powerful creature known as the Forestmaster. The Lords’ Alliance Community
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
appear in the clouds, changing the weather, and so forth. He can’t use these effects to aid him in combat, but they can make his presence known throughout the land. Master Vampire. Strahd eagerly
plays the parts of nobleman and gracious host, but drops these pretenses when they no longer serve him, revealing his megalomania and monstrous nature. Strahd believes he has no peers and eagerly
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
south and work their way to the Open Shore docks. A key aspect of Luskan life is its rule by groups known as Ships. Five High Captains each rule a Ship made up of pirates and other Northlanders. Ship
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Denizens of the Underworld When a spirit reaches the Underworld, they find that they’re far from alone. The nature of the Underworld under Erebos’s rule takes its toll on even the heartiest souls. As
. The result of these forms of spiritual weathering divides the dead into the following groups: Neoli are newcomers to the Underworld—vibrant spirits who remember their lives and, in many cases, are
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
of community life. Dyn Singh Night Market Traders from Siabsungkoh’s scattered communities flock nightly to the Dyn Singh Night Market, an ever-changing, town-sized market. Food vendors take center
groups like the folklore-sharing Dancers of Smoke. Becoming a vendor at the Dyn Singh Night Market involves gaining the favor of the five oldest families of Siabsungkoh, then paying a large fee to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
aspects of the two groups’ cultures make them distinct, but even without such trappings they are distinct due to a divergence in what seems to be a primal drive: to go or to stay. Lightfoot halflings are
travelers as a rule, with tongues and hearts as nimble as their feet. Whereas if strongheart halflings are on the move, it always seems driven by a desire to return to home or find and settle in a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Politics Among the Lizardfolk Two political groups operate in the social structure of the lizardfolk lair. On the one hand are the dominant progressives led by the queen, Othokent, who is supported
, for the rule of the queen remains absolute) are the traditionalists, led by the shamans. The shamans believe that allying and intermingling with other races is contrary to the divine will of their god