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Returning 35 results for 'conduct resolve give to her rogues'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
used to make a ranged attack or used with two hands to make a melee attack.Verbeeg are giants that resemble oversized humans with gangly limbs and elongated faces. Some have other features that give them
a fearsome aspect.
Verbeeg craft their own armor and weapons. They prefer thrown spears above all other weapons, and a verbeeg usually has several spears for that purpose.
Marauders. Verbeeg conduct
Soulknife
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Tasha’s Cauldron of Everything
; guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.
Amid
, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves&rsquo
Backgrounds
Baldur’s Gate: Descent into Avernus
;re always welcome at the Three Old Kegs, where the Three Old Toads are glad to greet you with a smile and a mug of ale.
The Watch. If you serve in the Watch, you’re required to conduct a
communication with Watch officers and officials. Your word carries considerable weight in the High Hall, and most establishments in the Citadel Streets neighborhood are happy to give you and your
Bigby's Hand
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different
Arcane Hand
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the
takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different
Dragonborn
Legacy
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Species
Basic Rules (2014)
than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor
give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.
Though
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
give them a broad range of knowledge to support their schemes. Bards, rogues, and wizards are often drawn to this role. Safecracker. The “breaking” part of “breaking and entering” is the Safecracker’s
presence. Plenty of Bruisers have a criminal past, but former soldiers are often recruited into this role as well. Fighters and rogues make natural Bruisers. Burglar. Agile and nimble, the Burglar relies
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s actions. In combat, everyone takes
detail at once. Most players begin to lose focus after about three sentences of descriptive text. As characters search rooms, open drawers and chests, and examine things more closely, give players
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
bookshelf. Outside combat, the characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s
sentences of descriptive text. As characters search rooms, open drawers and chests, and examine things more closely, give players more details about what their characters find. Step 2: Let the Players Talk
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Card Name Represents Master of coins Rogue Anyone for whom money is important; those who believe money is the key to their success One of coins Swashbuckler Those who like money yet give it up
freely; likable rogues and rapscallions Two of coins Philanthropist Charity and giving on a grand scale; those who use wealth to fight evil and sickness Three of coins Trader Commerce; smuggling and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Card Name Represents Master of coins Rogue Anyone for whom money is important; those who believe money is the key to their success One of coins Swashbuckler Those who like money yet give it up
freely; likable rogues and rapscallions Two of coins Philanthropist Charity and giving on a grand scale; those who use wealth to fight evil and sickness Three of coins Trader Commerce; smuggling and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s actions. In combat, everyone takes
detail at once. Most players begin to lose focus after about three sentences of descriptive text. As characters search rooms, open drawers and chests, and examine things more closely, give players
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
bookshelf. Outside combat, the characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s
sentences of descriptive text. As characters search rooms, open drawers and chests, and examine things more closely, give players more details about what their characters find. Step 2: Let the Players Talk
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
give them a broad range of knowledge to support their schemes. Bards, rogues, and wizards are often drawn to this role. Safecracker. The “breaking” part of “breaking and entering” is the Safecracker’s
presence. Plenty of Bruisers have a criminal past, but former soldiers are often recruited into this role as well. Fighters and rogues make natural Bruisers. Burglar. Agile and nimble, the Burglar relies
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
hauntings have a deep story, and the smallest details tell it. A simple locket or portrait might contain clues that explain a haunting. Personal ties give ghost stories weight. Consider tying the
heroes to spirits in ways they won’t predict, such as revealing that a phantasmal villain was a hero’s ancestor. Heroes are pure-hearted or unsuspecting individuals whose resolve is shaken by the story’s
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Whether student adventurers get caught up in a duel with their rivals or face a dreaded mage hunter, the stat blocks in this chapter give you the information you need to resolve the situation.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Self-Sufficient Clans To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn’s conduct
fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Self-Sufficient Clans To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn’s conduct
fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of the corruptible, the resolve of the truly heroic—the Dark Powers savor these traits. Whether for a night or an eternity, Ravenloft seeks heroes of all sorts and pits them against their greatest
Undead patron warlock subclasses to give voice to ageless forces. Backgrounds. Choose a fateful cast to your origins with optional features for any background. The haunted one and investigator backgrounds
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of the corruptible, the resolve of the truly heroic—the Dark Powers savor these traits. Whether for a night or an eternity, Ravenloft seeks heroes of all sorts and pits them against their greatest
Undead patron warlock subclasses to give voice to ageless forces. Backgrounds. Choose a fateful cast to your origins with optional features for any background. The haunted one and investigator backgrounds
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Whether student adventurers get caught up in a duel with their rivals or face a dreaded mage hunter, the stat blocks in this chapter give you the information you need to resolve the situation.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
hauntings have a deep story, and the smallest details tell it. A simple locket or portrait might contain clues that explain a haunting. Personal ties give ghost stories weight. Consider tying the
heroes to spirits in ways they won’t predict, such as revealing that a phantasmal villain was a hero’s ancestor. Heroes are pure-hearted or unsuspecting individuals whose resolve is shaken by the story’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Moral Quandaries If you want to give the characters a crisis that no amount of spellcasting or swordplay can resolve, add a moral quandary to the adventure. A moral quandary is a problem of
villain or protecting innocent villagers, some of whom might be friends or family members. Respect Quandary. Two important allies give conflicting directions or advice to the adventurers. Perhaps the high
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Self-Sufficient Clans To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn’s conduct
to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
characters give it back. If the mission isn’t ruined by how they conduct themselves prior to this first audience, the queen allows the characters to circulate through the lair for a brief time to give
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
characters give it back. If the mission isn’t ruined by how they conduct themselves prior to this first audience, the queen allows the characters to circulate through the lair for a brief time to give
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Moral Quandaries If you want to give the characters a crisis that no amount of spellcasting or swordplay can resolve, add a moral quandary to the adventure. A moral quandary is a problem of
villain or protecting innocent villagers, some of whom might be friends or family members. Respect Quandary. Two important allies give conflicting directions or advice to the adventurers. Perhaps the high
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
conduct their business; and the Outer City, which lies outside the walls and where most of the city’s laborers reside in conditions that vary from crowded but clean to squalid. Depending on timing
guards for caravans, but he knows people who are. With him to vouch for the characters, they should have no trouble getting hired on as guards for a northbound caravan, but he can’t give them work with a specific merchant.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Self-Sufficient Clans To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn’s conduct
to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
conduct their business; and the Outer City, which lies outside the walls and where most of the city’s laborers reside in conditions that vary from crowded but clean to squalid. Depending on timing
guards for caravans, but he knows people who are. With him to vouch for the characters, they should have no trouble getting hired on as guards for a northbound caravan, but he can’t give them work with a specific merchant.
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
character must complete the contest’s objective before the other competitors. The objective for each contest is included in the contest descriptions that follow. Opponent and Conduct. One Fireside giant
awards the party a potion of flying. Stone Giant’s Resolve Each competitor must sit or stand atop a wooden post beneath a roaring waterfall. If a competitor’s body ceases to be in contact with the
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
character must complete the contest’s objective before the other competitors. The objective for each contest is included in the contest descriptions that follow. Opponent and Conduct. One Fireside giant
awards the party a potion of flying. Stone Giant’s Resolve Each competitor must sit or stand atop a wooden post beneath a roaring waterfall. If a competitor’s body ceases to be in contact with the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Strixhaven Tracking Sheet The sections on the following pages give special rules for certain aspects of university life. Players can use the sheet below to keep track of the effects of those rules on
combine with the adventures in this book to enhance the flavor of life at a university of magic.
If you find these rules aren’t the best fit for your group, you can run this book’s adventures without those rules, simply narrating the effects of related encounters without using rules to resolve them.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
roleplaying to carry the encounter until it’s time to resolve the situation. If the adventurers make a compelling offer to the cultists, they might do what the party wants with no check. If the outcome
are unlikely to turn traitor completely and join the characters, but they might give the characters valuable information about who and what lives in the caves, where the important areas are, and anything else they might need to know. Sea Hags
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
roleplaying to carry the encounter until it’s time to resolve the situation. If the adventurers make a compelling offer to the cultists, they might do what the party wants with no check. If the outcome
are unlikely to turn traitor completely and join the characters, but they might give the characters valuable information about who and what lives in the caves, where the important areas are, and anything else they might need to know. Sea Hags