Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'conclusion religion groups to have reflect'.
Other Suggestions:
confusion religious grows to have reflect
conclusion religious groups to have respect
confusion religious group to have reflect
confusion religion groups to have reflects
confusion religious grouse to have reflect
Classes
Player’s Handbook
: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
None
Starting Equipment
Choose A or B: (A) Spear, 2 Dagger;Daggers
more attuned to its origin, developing distinct powers that reflect its source.
Sorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the
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
Backgrounds
Planescape: Adventures in the Multiverse
coins from different worlds and planes
Sigil Faction Affinities
Faction
Skill
Athar
Religion
Bleak Cabal
Insight
Doomguard
Nature
Fated
Intimidation
these groups or another ideological faction, perhaps one of your own creation.
The primary factions of Sigil, which are further detailed in chapter 2, adhere to the following philosophies:
Athar
Backgrounds
Sword Coast Adventurer's Guide
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
reflect the agenda, sentiment, or philosophy of one’s order.
KNIGHTLY ORDERS OF FAERÛN
Many who rightfully call themselves “knight” earn that title as part of an order in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Conclusion The chapter concludes when the characters leave Faunel or when they have defeated the Vile Hunt. If the characters return to any of the leaders of the animal groups, the leaders commend
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, Hoard of the Dragon Queen. By this adventure’s conclusion, the characters should reach approximately 15th level. Four characters is the ideal party size. If your group is smaller than that, consider
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
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
pious populace, singing the tales of their deity’s exploits to entertain and enlighten the faithful. You could create a mendicant priest background (or modify the acolyte background) to reflect these
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->Tyranny of Dragons
, Hoard of the Dragon Queen. By this adventure’s conclusion, the characters should reach approximately 15th level. Four characters is the ideal party size. If your group is smaller than that, consider
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
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, Hoard of the Dragon Queen. By this adventure’s conclusion, the characters should reach approximately 15th level. Four characters is the ideal party size. If your group is smaller than that, consider
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
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->Wayfinder's Guide to Eberron
Faiths of Khorvaire Religion plays an important role in Eberron. While gods don’t physically manifest as they do in other settings, people of faith believe that divine forces play a role in everyday
, including holy symbols and domains. This section provides a more direct look at what your faith means to you and how to reflect that devotion through your actions. In creating a devout character, it
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
cavern. Some of the crystal faces reflect distorted images of the cavern, while others flicker with scenes of the lich-god Vecna visiting destruction on distant worlds.
Three tunnels branch off the
reflect vague, phantasmagoric scenes of the unreality at the tunnel’s far end. A creature can walk up to 50 feet down a tunnel and remain in Vecna’s Grasp. To the creature, the tunnel appears to go on
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
this adventure’s climax and conclusion. As such, this Relationship encounter is more free-form than others. Since this is the last such encounter before the adventure’s finale, this scene should be of
to do so to reflect the poignant nature of this moment. For example, a character who wishes to have a final moment with a deeply romantic Beloved might sneak up onto the roof of the Biblioplex to have
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
a mix of recent wooden construction and ancient stone buildings.
The people of Arborean Springs fall into three broad groups: Traditionalists. Most of the people of Arborean Springs are farmers and
, followers of a druidic nature religion came here, drawn by the unique plants that have spread from the githyanki’s magical gardens. Merchants. In the two centuries since the dragon’s last fiery
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
outlook means that religion is driven by faith, as opposed to the concrete actions of deities. The faithful believe that their triumphs reflect the assistance of a divine influence. They don’t expect a god
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
which of the following sections best matches the information the character recorded in their mimir. Each entry details the data’s effects on X01’s personality and has ramifications in the “Conclusion
reflect their bias for a particular philosophy or alignment, the modrons act in opposition. The Skewed Data Results table notes X01’s personality after being influenced by data skewed along the lines of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
How It Started Acquisitions Incorporated began as most adventuring groups do, with the wholesale removal of irksome kobolds, scouting ruined towers, delving into dwarven necropolis-cities, and
grew, so too did its demand for willing and able-bodied adventurers. However, a limited payroll meant having to settle for one or the other. After coming to the conclusion that a mission statement best
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
be found among the towering shelves of the Biblioplex, simultaneously retrieving scrolls for curious students while keeping a stern eye on any rowdy groups that might disrupt the quiet atmosphere
)
INT
17 (+3)
WIS
11 (+0)
CHA
6 (−2)
Skills Arcana +5, History +5, Nature +5, Religion +5, Perception +2
Damage Immunities poison
Condition Immunities charmed, exhaustion
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Flumph Colors A flumph’s extremities change color to reflect its mood. The Flumph Colors and Emotions table summarizes common flumph colors and the human emotions to which they most closely
Dex 15 +2 +2 Con 10 +0 +0 Mod Save Int 14 +2 +2 Wis 14 +2 +2 Cha 11 +0 +0
Skills Arcana +4, History +4, Religion +4
Vulnerabilities Psychic
Senses Darkvision 60 ft.; Passive Perception
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
risen to power in the region. This power-hungry religion controls the city of Haven and surrounding settlements in the name of vague, fickle deities who condemn the use of magic. The broad plains of the
enclave of Hylo and the goblins of the arid southern lands, with whom they share their island. Fewer humans make their home on Southern Ergoth, living primarily along the coast and avoiding dangerous groups
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Life in the Tayyib Empire The Tayyib Empire is a cosmopolitan mix of the native peoples of Suristhanam, immigrants, and various invading groups. Nearly half the population are brown-skinned humans
, with significant elf, hobgoblin, lizardfolk, and yuan-ti populations making up most of the remainder. Faith and Religion The dominant faith is Iwahhid, a philosophy that rejects idols and promotes
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Charisma Skill Proficiencies Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion Weapon Proficiencies Simple weapons Armor Training None Starting Equipment Choose A or B:(A) Spear, 2
, developing distinct powers that reflect its source. Sorcerers are rare. Some family lines produce exactly one Sorcerer in every generation, but most of the time, the talents of sorcery appear as a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Insight, Intimidation, Persuasion, or Religion Weapon Proficiencies Simple weapons Armor Training None Starting Equipment Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack
Sorcerer to discover new and staggering ways to unleash their power. As Sorcerers master their innate magic, they grow more attuned to its origin, developing distinct powers that reflect its source
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
some developing skills as clerics, rogues, wizards, or other classes. Such characters often come from the sage background and have proficiency in skills that reflect their studies, such as Arcana
, History, Nature, and Religion. Diplomat. Negotiating treaties, de-escalating conflicts, and issuing ultimatums are tasks that fall within the purview of the Diplomat, who typically puts their high
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Other Religious Systems In your campaign, you can create pantheons of gods who are closely linked in a single religion, monotheistic religions (worship of a single deity), dualistic systems (centered
), or even forces and philosophies that don’t center on deities. Tight Pantheons In contrast to a loose pantheon, a tight pantheon focuses on a single religion whose teachings and edicts embrace a small
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
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 agenda similar to that of the Harpers. Its methods are vastly
different, however: bearers of the gauntlet are holy warriors on a righteous quest to crush evil and promote justice, and they never hide in the shadows. Order agents tend to be proficient in Religion, and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
sentient beings of great intelligence and wisdom, possessing advanced knowledge of religion, philosophy, mathematics, and countless other subjects. Flumphs are sensitive to the emotional states of nearby
the hopes of casting down their evil sources of energy, even if doing so means they must seek out new sources of nourishment. Flumph Society. Flumphs live in complex and organized groups called
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
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
academic knowledge to bear in the religious order’s work, often in the form of proficiency in History and Religion. This character might be an expert on ancient ruins or know all the weaknesses of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cliffs.
Hunting the Manticore The knights ride giant vultures and stay together as a group. Characters can join the knights’ group, form their own group, or split up into multiple groups. A character
group of hunters in the canyon roll a d20, adding 1 for each character or knight in the group. Any group that rolls a total of 18 or higher comes within 100 feet of the manticore. Any and all groups
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
that reflect her braided red-brown hair, and her skin is freckled. She is friendly toward the characters and asks to speak with them privately: “My city is in trouble,” Naevys says. “It deteriorates
characters press her for a reward, she promises to “drown them in gold coins” if they are successful. (In fact, the possible rewards are much greater than that, as discussed in the adventure’s conclusion.)
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
your world might worship a patron deity, performing secret missions in that deity’s name. To reflect this cultural detail, you could add Religion to the list of skills that a rogue character can choose
modify existing classes to better serve your game’s needs. Changing Proficiencies Changing a class’s proficiencies is a safe and simple way to modify a class to better reflect your world. Swapping
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
monster's stat block.) For example, a Dexterity check might reflect a character's attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an
how to use a skill associated with an ability. Strength Athletics Dexterity Acrobatics Sleight of Hand Stealth Intelligence Arcana History Investigation Nature Religion Wisdom Animal Handling Insight
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dungeons Some dungeons are old strongholds abandoned by the folk who built them. Others are natural caves or lairs carved out by monsters. Dungeons attract cults, groups of monsters, and reclusive
on the table reflect the characteristics of a dungeon’s creator, its intended purpose, its location, or some (often catastrophic) event in its history. You can use a single quirk or combine quirks as
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
monster’s stat block.) For example, a Dexterity check might reflect a character’s attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an
how to use a skill associated with an ability. Strength
Athletics Dexterity
Acrobatics Sleight of Hand Stealth Intelligence
Arcana History Investigation Nature Religion
Wisdom