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Returning 35 results for 'comforts resolve guide to her replaces'.
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Monsters
Strixhaven: A Curriculum of Chaos
wit and debilitating inky shadow. Whether weaving their magic through spoken incantations and scathing insults or through shadows, these teachers break down the resolve of their foes.
The professors
through spoken and written words. They use that power either to illuminate and guide or to obscure and demoralize.Necrotic
Outlander
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
You grew up in the wilds, far from the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could
table to determine your occupation during your time in the wild, or choose one that best fits your character.
d10
Origin
1
Forester
2
Trapper
3
Homesteader
4
Guide
Halfling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
the glassy surface of Maer Dualdon.
— R.A. Salvatore, The Crystal Shard
The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from
Curious
Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers
Eladrin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mordenkainen’s Tome of Foes
your own needs.
3
There are no simple meals, only lavish feasts.
4
You stock up on fine food and drink. You hate going without such comforts.
d4
Autumn Flaw
1
You spend excessively on creature comforts.
Winter
d4
Winter Personality Trait
1
The worst case is the most likely to occur.
2
You preserve what you have. Better to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
shires. They typically don’t recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of
empires. Many halflings live among other races, where the halflings’ hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
shires. They typically don’t recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of
empires. Many halflings live among other races, where the halflings’ hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home.
Ranger
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
talents and abilities are honed with deadly focus on the grim task of protecting the borderlands. Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a
defense. This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
for traps detects the natural hazard with a successful DC 10 Wisdom (Perception) check. The characters can avoid the pit by staying within 5 feet of the walls. If a character falls into the pit, resolve the outcome using the quicksand rules in chapter 5 of the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
for traps detects the natural hazard with a successful DC 10 Wisdom (Perception) check. The characters can avoid the pit by staying within 5 feet of the walls. If a character falls into the pit, resolve the outcome using the quicksand rules in chapter 5 of the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
About This Book This book is your guide to life at Strixhaven in Dungeons & Dragons—an introduction to the university, a guide to creating student characters there, a campaign, and a collection of
friends and foes. Chapter 1 gives an overview of life and study at Strixhaven. It introduces the main features of the central campus and each of the five colleges. Chapter 2 is your guide to creating a
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
About This Book This book is your guide to life at Strixhaven in Dungeons & Dragons—an introduction to the university, a guide to creating student characters there, a campaign, and a collection of
friends and foes. Chapter 1 gives an overview of life and study at Strixhaven. It introduces the main features of the central campus and each of the five colleges. Chapter 2 is your guide to creating a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
by a calamity. Royal Attendants. King Diara of Anisa has heard about the characters and hopes they might guide his directionless son Prince Simbon. When the characters arrive, the king asks the characters to help Simbon resolve the Goldwarren disaster.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Location Overview Falcon the Hunter maintains this hunting lodge to cater to nobles from Neverwinter. He offers his services as a guide to those nobles, most of whom wouldn’t last long in the forest
without his protection and survival skills. Falcon abhors city life, preferring a rustic existence and simple pleasures. His lodge has all the creature comforts he requires, though he never turns down
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters that
from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and
accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters that
from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
by a calamity. Royal Attendants. King Diara of Anisa has heard about the characters and hopes they might guide his directionless son Prince Simbon. When the characters arrive, the king asks the characters to help Simbon resolve the Goldwarren disaster.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Location Overview Falcon the Hunter maintains this hunting lodge to cater to nobles from Neverwinter. He offers his services as a guide to those nobles, most of whom wouldn’t last long in the forest
without his protection and survival skills. Falcon abhors city life, preferring a rustic existence and simple pleasures. His lodge has all the creature comforts he requires, though he never turns down
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and
accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community
nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires. Many halflings live among other races, where the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community
nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires. Many halflings live among other races, where the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
road, or a situation the characters are asked to resolve. You decide the scope of the decision the characters must make. You can ask them to make a simple choice (“Do you want to take the path along
the edge of the cliff or climb down the ravine to walk along the bottom?”), to make a single ability check (use the Typical DCs table in the Dungeon Master’s Guide), or to navigate their way through a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
road, or a situation the characters are asked to resolve. You decide the scope of the decision the characters must make. You can ask them to make a simple choice (“Do you want to take the path along
the edge of the cliff or climb down the ravine to walk along the bottom?”), to make a single ability check (use the Typical DCs table in the Dungeon Master’s Guide), or to navigate their way through a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Casualties Slaying a ship’s crew reduces the number of actions most ships can take, making the crew a tempting target in combat. Resolve individual attacks as normal, using the guidelines for
resolving many, identical attacks at once from the Dungeon Master’s Guide as needed. In the case of spells that cover an area, such as fireball or lightning bolt, you might track the exact location of the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Casualties Slaying a ship’s crew reduces the number of actions most ships can take, making the crew a tempting target in combat. Resolve individual attacks as normal, using the guidelines for
resolving many, identical attacks at once from the Dungeon Master’s Guide as needed. In the case of spells that cover an area, such as fireball or lightning bolt, you might track the exact location of the
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
quickly guide foreign ships to the quarantine bay waters. Boat and dockside vendors welcome arrivals with foodstuffs and ominous warnings of recent events. Flotsam scourers use skiffs to scavenge debris
. Vueami (Guest District). The taverns, inns, and fest halls here offer a range of comforts for Morencia’s visitors. City representatives live in satellite house-offices, where they meet business contacts or
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
rules and Urban Chase Complications table in chapter 8 of the Dungeon Master’s Guide to resolve the scene. The chase ends when the characters catch up to Coal or after three rounds, when a Daask hit
alley. If the characters rush to help her, they find the warforged unconscious on the ground, but stable, surrounded by the Daask criminals. If the characters resolve the chase by catching up to Coal
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, and unyielding resolve. They are deliberate and slow to act, careful to consider their plans and gather their strength before beginning any new enterprise. Once earth cultists resolve to act, they
cruel, an extreme narcissist who delights in surrounding himself with objects of beauty and luxurious comforts. Beneath this sneering self-assurance lies a bitter being who loathes himself and holds
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, and unyielding resolve. They are deliberate and slow to act, careful to consider their plans and gather their strength before beginning any new enterprise. Once earth cultists resolve to act, they
cruel, an extreme narcissist who delights in surrounding himself with objects of beauty and luxurious comforts. Beneath this sneering self-assurance lies a bitter being who loathes himself and holds
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
rules and Urban Chase Complications table in chapter 8 of the Dungeon Master’s Guide to resolve the scene. The chase ends when the characters catch up to Coal or after three rounds, when a Daask hit
alley. If the characters rush to help her, they find the warforged unconscious on the ground, but stable, surrounded by the Daask criminals. If the characters resolve the chase by catching up to Coal
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, only lavish feasts. 4 You stock up on fine food and drink. You hate going without such comforts. d4 Autumn Flaw 1 You trust others without a second thought. 2 You give to others, to the point
that you leave yourself without necessary supplies. 3 Everyone is your friend, or a potential friend. 4 You spend excessively on creature comforts. Winter d4 Winter Personality Trait 1 The worst case
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
citizens should find themselves engaged in an ugly bit of skulduggery involving opening a tomb. Underneath the self-deprecating manner is a stern resolve. The Kraken Society paid good money for the orb
battle. Unferth hangs back and uses his spells to support his allies. If the characters accepted Nareen’s offer to guide them here, and she is uninjured from Haliyra’s attack, she and one of her
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
citizens should find themselves engaged in an ugly bit of skulduggery involving opening a tomb. Underneath the self-deprecating manner is a stern resolve. The Kraken Society paid good money for the orb
battle. Unferth hangs back and uses his spells to support his allies. If the characters accepted Nareen’s offer to guide them here, and she is uninjured from Haliyra’s attack, she and one of her
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, only lavish feasts. 4 You stock up on fine food and drink. You hate going without such comforts. d4 Autumn Flaw 1 You trust others without a second thought. 2 You give to others, to the point
that you leave yourself without necessary supplies. 3 Everyone is your friend, or a potential friend. 4 You spend excessively on creature comforts. Winter d4 Winter Personality Trait 1 The worst case
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Outlander You grew up in the wilds, far from the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller
your occupation during your time in the wild, or choose one that best fits your character. d10 Origin 1 Forester 2 Trapper 3 Homesteader 4 Guide 5 Exile or outcast 6 Bounty hunter 7 Pilgrim 8 Tribal