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Returning 35 results for 'confidant resolve grow to have reflections'.
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Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They
skill with sword, bow, and strategy.
Hidden Woodland Realms
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Tiers of Play As characters grow in power, their ability to change the world around them grows with them. It helps to think ahead when creating your campaign to account for this change. As the
hopes of striking a useful alliance. The tiers of play represent the ideal milestones for introducing new world-shaking events to the campaign. As the characters resolve one event, a new danger arises
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Tiers of Play As characters grow in power, their ability to change the world around them grows with them. It helps to think ahead when creating your campaign to account for this change. As the
hopes of striking a useful alliance. The tiers of play represent the ideal milestones for introducing new world-shaking events to the campaign. As the characters resolve one event, a new danger arises
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Seeds of Fear table offers some examples. These can change over time as characters grow, overcome old fears, and discover new uncertainties. Work with players to determine when their Seeds of Fear might
followed chills my blood.”
10 “Sudden noises or appearances fray my nerves.”
11 “I can’t be comfortable around creatures larger than I am.”
12 “Reflections always seem like they’re
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Seeds of Fear table offers some examples. These can change over time as characters grow, overcome old fears, and discover new uncertainties. Work with players to determine when their Seeds of Fear might
followed chills my blood.”
10 “Sudden noises or appearances fray my nerves.”
11 “I can’t be comfortable around creatures larger than I am.”
12 “Reflections always seem like they’re
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the Dyn Singh Merchant Collective. These families worked for generations to grow their businesses’ reputations and the quality of their wares. The collective sets laws for trade throughout the land
believe the nation is sacrificing its ties to the natural world. Family First Siabsungkoh is a collectivist society centered on family and deep group loyalties. Families are often blended and can grow
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the Dyn Singh Merchant Collective. These families worked for generations to grow their businesses’ reputations and the quality of their wares. The collective sets laws for trade throughout the land
believe the nation is sacrificing its ties to the natural world. Family First Siabsungkoh is a collectivist society centered on family and deep group loyalties. Families are often blended and can grow
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Earth Earth symbolizes stability, rigidity, stern resolve, and tradition. The plane’s position opposite the Plane of Air in the ring of the Elemental Planes reflects its opposition to
process their ores and shape their precious metals. The border region between the planes of Water and Earth is a horrid swamp where twisted, gnarled trees and thick, stinging vines grow from the dense
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Earth Earth symbolizes stability, rigidity, stern resolve, and tradition. The plane’s position opposite the Plane of Air in the ring of the Elemental Planes reflects its opposition to
process their ores and shape their precious metals. The border region between the planes of Water and Earth is a horrid swamp where twisted, gnarled trees and thick, stinging vines grow from the dense
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
preens and holds long, complimentary conversations with myriad admiring reflections here. Escape Tunnel. From the sleeping chamber, a concealed escape tunnel leads out through a hollow root before
the attack. Grasping Plants. The faerie dragon causes roots and vines to temporarily grow around it; until initiative count 20 on the next round, the ground within 20 feet of the dragon is difficult
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
preens and holds long, complimentary conversations with myriad admiring reflections here. Escape Tunnel. From the sleeping chamber, a concealed escape tunnel leads out through a hollow root before
the attack. Grasping Plants. The faerie dragon causes roots and vines to temporarily grow around it; until initiative count 20 on the next round, the ground within 20 feet of the dragon is difficult
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to collapse under our weight?
Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the adventurers’ action. Players roll dice to resolve whether
adventurers grow in might as the campaign continues. Each monster defeated, each adventure completed, and each treasure recovered not only adds to the continuing story, but also earns the adventurers new
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the giant crane flies off, read the following boxed text aloud: Sticky mud squelches beneath your feet. Tangled mangroves grow out of pools of rippling water, half hidden by the thick fog, and purple
(Intimidation) group check. If the group check succeeds, the brigands are cowed by the characters’ resolve and retreat into the swamp rather than risk getting whomped by the party. On a failed check, the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to collapse under our weight?
Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the adventurers’ action. Players roll dice to resolve whether
adventurers grow in might as the campaign continues. Each monster defeated, each adventure completed, and each treasure recovered not only adds to the continuing story, but also earns the adventurers new
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to collapse under our weight?
Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the adventurers’ action. Players roll dice to resolve
adventurers grow in might as the campaign continues. Each monster defeated, each adventure completed, and each treasure recovered not only adds to the continuing story, but also earns the adventurers
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to collapse under our weight?
Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the adventurers’ action. Players roll dice to resolve
adventurers grow in might as the campaign continues. Each monster defeated, each adventure completed, and each treasure recovered not only adds to the continuing story, but also earns the adventurers
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
onlookers in their youth; the images grow steadily older, until the mirrors deep within the hall reflect onlookers in their twilight years. As the characters scrutinize their reflections, ask the players
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
onlookers in their youth; the images grow steadily older, until the mirrors deep within the hall reflect onlookers in their twilight years. As the characters scrutinize their reflections, ask the players
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the giant crane flies off, read the following boxed text aloud: Sticky mud squelches beneath your feet. Tangled mangroves grow out of pools of rippling water, half hidden by the thick fog, and purple
(Intimidation) group check. If the group check succeeds, the brigands are cowed by the characters’ resolve and retreat into the swamp rather than risk getting whomped by the party. On a failed check, the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
unusual side effects. Anyone drinking the water gains the poisoned condition for 1 hour and has a 50 percent chance to spontaneously grow an extra head. The extra head can speak, see, and hear, but
appears to trigger the duergar’s sudden growth and battle prowess, but they drink only to firm up their resolve. See “Development” below.) The duergar are too inebriated to turn invisible. Because night
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
unusual side effects. Anyone drinking the water gains the poisoned condition for 1 hour and has a 50 percent chance to spontaneously grow an extra head. The extra head can speak, see, and hear, but
appears to trigger the duergar’s sudden growth and battle prowess, but they drink only to firm up their resolve. See “Development” below.) The duergar are too inebriated to turn invisible. Because night
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
if there is sufficient room for it to grow. It has advantage on attack rolls and on ability checks and saving throws that rely on Strength.
Contract. The professor becomes Small. Its walking speed
professors tweak probability to impede attacks and strike at the minds of their foes with lancing equations that disrupt the opponent’s resolve. Professors of theory hold that altering the way a person
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
if there is sufficient room for it to grow. It has advantage on attack rolls and on ability checks and saving throws that rely on Strength.
Contract. The professor becomes Small. Its walking speed
professors tweak probability to impede attacks and strike at the minds of their foes with lancing equations that disrupt the opponent’s resolve. Professors of theory hold that altering the way a person
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
about.”
Ideal. “Delight. I want everyone to feel the wonder that I feel each day in this place.”
Bond. “Mister Witch is my greatest friend and most trusted confidant.”
Flaw. “I was the crueler
landscaper, laying down silk ribbons to form rivers and planting acorns that grow rapidly into splendid oak trees.
Alignment. Chaotic good.
Personality Trait. “I love to hear stories. Tell me
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
about.”
Ideal. “Delight. I want everyone to feel the wonder that I feel each day in this place.”
Bond. “Mister Witch is my greatest friend and most trusted confidant.”
Flaw. “I was the crueler
landscaper, laying down silk ribbons to form rivers and planting acorns that grow rapidly into splendid oak trees.
Alignment. Chaotic good.
Personality Trait. “I love to hear stories. Tell me
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
about.”
Ideal. “Delight. I want everyone to feel the wonder that I feel each day in this place.”
Bond. “Mister Witch is my greatest friend and most trusted confidant.”
Flaw. “I was the crueler of
landscaper, laying down silk ribbons to form rivers and planting acorns that grow rapidly into splendid oak trees.
Alignment. Chaotic good.
Personality Trait. “I love to hear stories. Tell me everything
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
about.”
Ideal. “Delight. I want everyone to feel the wonder that I feel each day in this place.”
Bond. “Mister Witch is my greatest friend and most trusted confidant.”
Flaw. “I was the crueler of
landscaper, laying down silk ribbons to form rivers and planting acorns that grow rapidly into splendid oak trees.
Alignment. Chaotic good.
Personality Trait. “I love to hear stories. Tell me everything
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
wide cavern is strewn with boulders. A gaping sinkhole drops down near the cave’s center and plummets into darkness.
Two gas spores grow in this cavern, one tucked among the boulders near the sinkhole
auras of blue and pink light. Many-faceted crystals grow around the periphery, reflecting the light in scintillating patterns.
This dimly lit cave is a planar nexus through which Iggwilv once
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
wide cavern is strewn with boulders. A gaping sinkhole drops down near the cave’s center and plummets into darkness.
Two gas spores grow in this cavern, one tucked among the boulders near the sinkhole
auras of blue and pink light. Many-faceted crystals grow around the periphery, reflecting the light in scintillating patterns.
This dimly lit cave is a planar nexus through which Iggwilv once
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
perpetually in full bloom. The reflecting pool is 1 foot deep. Sundial. The sundial here functions identically to the one in the hedge maze (area G21), but the leaves required to operate it don’t grow within
couple. They’re fiercely protective of the pair. Breaking the Enchantment. If the characters break the fountain’s enchantment on Argus and Hamish, the two are grateful but ultimately resolve to remain
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
perpetually in full bloom. The reflecting pool is 1 foot deep. Sundial. The sundial here functions identically to the one in the hedge maze (area G21), but the leaves required to operate it don’t grow within
couple. They’re fiercely protective of the pair. Breaking the Enchantment. If the characters break the fountain’s enchantment on Argus and Hamish, the two are grateful but ultimately resolve to remain
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
friends make cruel sport of them until they can escape at daybreak. As yet, none of Nysene’s playthings have suffered any real harm, but her games grow ever bolder and more vicious, and it’s only a
popular place for weddings, dedication ceremonies, and other oaths. Legend holds that bards and artists who study their own reflections in the basin for half a day, opening their minds to Oghma’s will
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
friends make cruel sport of them until they can escape at daybreak. As yet, none of Nysene’s playthings have suffered any real harm, but her games grow ever bolder and more vicious, and it’s only a
shrine a popular place for weddings, dedication ceremonies, and other oaths. Legend holds that bards and artists who study their own reflections in the basin for half a day, opening their minds to Oghma’s
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
friends make cruel sport of them until they can escape at daybreak. As yet, none of Nysene’s playthings have suffered any real harm, but her games grow ever bolder and more vicious, and it’s only a
popular place for weddings, dedication ceremonies, and other oaths. Legend holds that bards and artists who study their own reflections in the basin for half a day, opening their minds to Oghma’s will
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
friends make cruel sport of them until they can escape at daybreak. As yet, none of Nysene’s playthings have suffered any real harm, but her games grow ever bolder and more vicious, and it’s only a
shrine a popular place for weddings, dedication ceremonies, and other oaths. Legend holds that bards and artists who study their own reflections in the basin for half a day, opening their minds to Oghma’s