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Returning 35 results for 'come weakness rewards'.
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Monsters
The Wild Beyond the Witchlight
Coven. People come to her to learn about their futures, which she spells out through grotesque theatrical pageants. As payment, she snatches away a portion of each client’s free will, preventing
travels about Yon on her ornithopter of flying (see appendix A).
Endelyn’s Weakness
The only way to dispose of Endelyn for good is to slay her during an actual solar eclipse or in the presence
Monsters
The Wild Beyond the Witchlight
moment, is all that matters.”
Bond. “I’m safe in my cottage. Why should I leave it when I can make others come to me?"
Flaw. “Watching someone run widdershins makes me sneeze
.
Bavlorna’s Weakness
Bavlorna is allergic to the sight of creatures running counterclockwise in circles, a motion known as “running widdershins.” Creatures that run widdershins
Backgrounds
Baldur’s Gate: Descent into Avernus
chance.
2
I shave coins or forge documents.
3
I insinuate myself into people’s lives to prey on their weakness and secure their fortunes.
4
I put on new identities like clothes
insults are my weapons of choice.
7
I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.
8
I pocket anything I see that might have some
Backgrounds
Sword Coast Adventurer's Guide
good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which
of those who emigrate from Evermeet are either exiles, forced out for committing some infraction of elven law, or emissaries who come to Faerûn for a purpose that benefits elven culture or
Backgrounds
Sword Coast Adventurer's Guide
You are the heir to something of great value — not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a
, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you — by force, if need be.
Skill
Backgrounds
Baldur’s Gate: Descent into Avernus
imagination can turn on such champions almost as quickly as it anoints them.
You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as
Origins table for an event that started you down your heroic path..
d10
Origin
1
You helped get healing for a sick child. Now the sick come to you, knowing you’ll help them
Monsters
Fizban's Treasury of Dragons
breath weapon sows weakness, leaving the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a
stone to come and go.
The challenge rating of a legendary sapphire dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the
Monsters
Fizban's Treasury of Dragons
sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving
other unseen by intruders. The most secure lairs might feature no accessible entrances or exits at all, with the dragon relying on tunneling or shaping stone to come and go.
The challenge rating of a
Monsters
Mordenkainen's Fiendish Folio Volume 1
can come in tiny packages. Their tiny, foot-tall forms can barely contain the cruelty and malevolence that courses through them. Deep in the Underdark, the jermlaine lurk among the tunnels, dungeons
creatures. They are acutely aware that their small size and weakness in combat makes them prey for countless Underdark creatures. This anger and resentment is channeled into vengeful scheming against
Charlatan
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
weakness and secure their fortunes.
4
I put on new identities like clothes.
5
I run sleight-of-hand cons on street corners.
6
I convince people that worthless junk is worth their hard
weapons of choice.
7
I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.
8
I pocket anything I see that might have some value.
d6
Barbarian
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
, though, a settled life is no virtue, but a sign of weakness. The strong embrace nature—valuing keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in
by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.
Barbarians come alive in the chaos of combat. They can enter a
Orc
Legacy
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Species
Volo's Guide to Monsters
to be invincible. They see the principles that define them and their deities at work every day in the world around them — nature rewards the strong and mercilessly eliminates the weak and the
gather and celebrate, dwell the followers of Yurtrus, the god of disease and death, and Shargaas, the god of darkness and the unknown. Orcs too weak for battle (because of bodily weakness, malformation
Folk Hero
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the
leadership and was commended for my heroism.
FEATURE: RUSTIC HOSPITALITY
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
utility and importance. Nowhere does this come through as strongly as when lizardfolk deal with the dead. To a lizardfolk, a comrade who dies becomes a potential source of food. That companion might have
, if other creatures prove useful to lizardfolk, those creatures can trigger a protective response made all the stronger by their apparent weakness. The lizardfolk assess such beings as hatchlings
Triton
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
remote even merfolk and sea elves rarely encounter them.
Haughty Nobles
As a result of their isolation and limited understanding of the Material Plane, tritons can come across as haughty and
practices on what the triton perceives as the barbarism, weakness, or cowardice of surface folk.
Triton Personality
Far from flawless, these champions of good mean well, but they are easily frustrated
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature — keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and
crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. Barbarians come alive in the chaos of combat. They can enter a berserk state
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, but a sign of weakness. The strong embrace nature—valuing keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the
wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature — keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and
crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. Barbarians come alive in the chaos of combat. They can enter a berserk state
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, but a sign of weakness. The strong embrace nature—valuing keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the
wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
graces, coming to believe that the fallen angel is destined for glory. In Fazrian they see the potential for great rewards — or, at least, compensation beyond the modest sum the Mad Mage promised them. The
yugoloths place their own welfare above all others. If more profitable prospects come along, they don’t hesitate to abandon Fazrian in favor of whatever lucrative offer catches their attention.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
graces, coming to believe that the fallen angel is destined for glory. In Fazrian they see the potential for great rewards — or, at least, compensation beyond the modest sum the Mad Mage promised them. The
yugoloths place their own welfare above all others. If more profitable prospects come along, they don’t hesitate to abandon Fazrian in favor of whatever lucrative offer catches their attention.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
some free time to exercise your creativity as you invent compelling plots, create new NPCs, craft encounters, and think of clever ways to foreshadow story events yet to come. Part 2 of these rules is
for running adventures set in dungeons, the wilderness, and other locales, and chapter 6 covers the time between adventures. Chapter 7 is all about treasure, magic items, and special rewards that help keep the players invested in your campaign.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
some free time to exercise your creativity as you invent compelling plots, create new NPCs, craft encounters, and think of clever ways to foreshadow story events yet to come. Part 2 of these rules is
for running adventures set in dungeons, the wilderness, and other locales, and chapter 6 covers the time between adventures. Chapter 7 is all about treasure, magic items, and special rewards that help keep the players invested in your campaign.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Orcs The characters come across 2d6 + 2 orcs. There is a 75 percent chance that the orcs are friendly and looking for a suitable place to build a homestead. Otherwise, the orcs are hostile and have
stick. Treasure. If the characters escort the Woodhews back to their torched homestead, the halflings are reunited with the members of their family who avoided capture. One of them rewards the party
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
make an ability check to do so. This approach rewards creativity by encouraging players to look to the situation you’ve described for an answer, rather than looking to their character sheet or their
character’s special abilities. A downside is that no DM is completely neutral. A DM might come to favor certain players or approaches, or even work against good ideas if they send the game in a direction
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
interests or priorities while they pursue the same goals. Adventurer organizations are also a great source of special rewards beyond experience points and treasure. Increased standing in an organization has
value in and of itself, and might also come with concrete benefits such as access to an organization’s information, equipment, magic, and other resources.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
make an ability check to do so. This approach rewards creativity by encouraging players to look to the situation you’ve described for an answer, rather than looking to their character sheet or their
character’s special abilities. A downside is that no DM is completely neutral. A DM might come to favor certain players or approaches, or even work against good ideas if they send the game in a direction
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
interests or priorities while they pursue the same goals. Adventurer organizations are also a great source of special rewards beyond experience points and treasure. Increased standing in an organization has
value in and of itself, and might also come with concrete benefits such as access to an organization’s information, equipment, magic, and other resources.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Orcs The characters come across 2d6 + 2 orcs. There is a 75 percent chance that the orcs are friendly and looking for a suitable place to build a homestead. Otherwise, the orcs are hostile and have
stick. Treasure. If the characters escort the Woodhews back to their torched homestead, the halflings are reunited with the members of their family who avoided capture. One of them rewards the party
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. Before the door can be repaired, a second group of raiders consisting of two guards, three cultists, and three kobolds attacks. These foes can come from outside the keep, or they might be a group of
infiltrators trying to fight its way back outside. If characters barricade the door with barrels or other heavy objects while awaiting repairs, they might hold off attackers until the repairs are finished and avoid this fight entirely. Rewards Award standard XP for defeated foes.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. Before the door can be repaired, a second group of raiders consisting of two guards, three cultists, and three kobolds attacks. These foes can come from outside the keep, or they might be a group of
infiltrators trying to fight its way back outside. If characters barricade the door with barrels or other heavy objects while awaiting repairs, they might hold off attackers until the repairs are finished and avoid this fight entirely. Rewards Award standard XP for defeated foes.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
rewards ambition, granting its members autonomy to pursue their own interests and gain some measure of personal power or influence. In this way, the organization is a meritocracy. The Zhentarim welcomes
are nipped in the bud before they can reveal any weakness within the organization. The pragmatic Davra values order and discipline as well as drive and ambition, and she embodies all those traits. The
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Setting the Tone Callestan is a district shaped by poverty and neglect. People come to Callestan to engage in criminal activities: visiting dreamlily dens, buying or selling stolen goods, negotiating
single gold piece has considerable value. Maintaining a comfortable lifestyle can be a challenge, and an uncommon magic item is a significant treasure. The material rewards of adventure should be
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Setting the Tone Callestan is a district shaped by poverty and neglect. People come to Callestan to engage in criminal activities: visiting dreamlily dens, buying or selling stolen goods, negotiating
single gold piece has considerable value. Maintaining a comfortable lifestyle can be a challenge, and an uncommon magic item is a significant treasure. The material rewards of adventure should be
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. Before the door can be repaired, a second group of raiders consisting of two guards, three cultists, and three kobolds attacks. These foes can come from outside the keep, or they might be a group of
infiltrators trying to fight its way back outside. If characters barricade the door with barrels or other heavy objects while awaiting repairs, they might hold off attackers until the repairs are finished and avoid this fight entirely. Rewards Award standard XP for defeated foes.