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Returning 35 results for 'conflicted reaction goals to have refuse'.
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Sorcerer
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with
master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Quest Goals To complete the Mountain’s Toe Quest, the adventurers must escort Don-Jon Raskin safely to the mine. Once he sees that wererats have infested it, Raskin urges the characters to eradicate
the “varmints.” If the characters refuse, Raskin is left to negotiate a truce with the wererats on his own — and is quickly turned into one.
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
they don’t believe they have a reasonable chance of success. This reaction isn’t out of cowardice, but practicality—yuan-ti value their own lives much too highly to risk them when the
an anathema. (Evil)
3
Unity. No leader shall put personal goals above those of our race. (Any)
4
Kinship. My allegiance is to my caste and my city. Other settlements can burn for all I care
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
achieve their goals in the asteroid if they promise to kill his mother and help him carve out a lair for himself in Undermountain. He’s very particular and doesn’t consider any lair other than the
them. If the characters attack Infernexus or refuse his deal, he fights until reduced to 100 hit points or fewer. He then screams for his mother, who hears the call and arrives at the window slits 1d4 + 1 rounds later.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Cult of Glasya Goals: Power gained by turning a system against itself, yielding power that isn’t only absolute but legitimate on a cultural and legal basis Typical Cultist: Bandit, bandit captain
anything it is wearing and carrying, magically becomes invisible until the end of its next turn. Infernal Ring Leader. As a reaction when this creature is hit by an attack, it can choose one ally it can see within 5 feet of it and cause that ally to be hit by that attack instead.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Cult of Dispater Goals: Power gained and used in secret, influence exerted via blackmail, control of people and organizations through knowledge of their weaknesses and shames Typical Cultist: Acolyte
attack rolls it makes until the end of the current turn. Vexing Escape (1/Day). As a reaction when this creature takes damage, it reduces that damage to 0 and teleports up to 60 feet to an unoccupied space it can see.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Cult of Fierna Goals: Control over the emotions of others, turning them into puppets and playthings Typical Cultist: Acolyte, archmage, bandit captain, cult fanatic, cultist, knight, noble, priest
Short or Long Rest). As a reaction when an ally this creature can see is reduced to 0 hit points, that ally is instead reduced to 1 hit point and gains temporary hit points equal to this creature’s Charisma score + half its number of Hit Dice.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Cult of Geryon Goals: Physical prowess, domination of others through strength, destruction of all opposition Typical Cultist: Bandit, bandit captain, berserker, cult fanatic, cultist, gladiator, thug
within the next minute. The bonus equals its Strength modifier (minimum of +1). Indomitable Strength (Recharge 5–6). As a reaction when this creature takes damage, it can roll a d10 and subtract the number rolled from the damage.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the adventurers try to persuade an indifferent creature to do something. A hostile creature opposes the adventurers and their goals but doesn’t necessarily attack them on sight. For example, a
, or Intimidation skill might apply to the check. The creature’s current attitude determines the DC required to achieve a specific reaction, as shown in the Conversation Reaction table. Conversation
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. The follower of a god serves as an agent of that god in the world. The agent seeks to further the ideals of that god and defeat its rivals. While some folk might refuse to honor the gods, none can
other for power. Some seek to preserve the world and usher in a golden age. Others strive toward evil ends, seeking to rule the world with an iron fist. Still others seek goals that range from the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
ushers each one in and out on schedule, but when angered, she might refuse to change to the next season, or even call upon one out of its proper time. Mortals pray to her to ward off unseasonable
solitude and serenity of the forest. Birth falls under Nylea’s influence as well, and her priests often double as midwives in their communities, blessing babies as they come into the world. Nylea’s Goals
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
of travelers to wait for 6d10 minutes for no clear reason.
3 The guards refuse to admit anyone with animals, unusual weapons, or obvious magic items.
4 The guards don’t let anyone through
gate” service.
8 The guards wave travelers through without a second look.
Flaming Fist Reactions d8 Reaction
1 The guards demand that everyone drop to the ground, bludgeoning
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
to wait for 6d10 minutes for no clear reason. 3 The guards refuse to admit anyone with animals, unusual weapons, or obvious magic items. 4 The guards don’t let anyone through the gate. Those wishing
through without a second look. Flaming Fist Reactions d8 Reaction 1 The guards demand that everyone drop to the ground, bludgeoning those who don’t comply immediately. After searching everyone
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
failed to defend her charge. The tree turned fetid without the artifact, and Gazaia became angry, vengeful, and grief-stricken. Gazaia’s Anger. If the characters refuse Gazaia’s offer and fail to
guilty that she didn’t defend her charge. Regardless of the characters’ reaction to this revelation, learning it counts as a secret for the purposes of the Power of Secrets rules in this book’s
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
operation for Orzhov protection rackets and other criminal activities. Goals of the Orzhov The Orzhov Syndicate is dedicated to the quest for power. It sees the value in an organized, structured, law
racketeering, bringing with them the underlying threat that those who refuse to pay for protection become targets of the Orzhov’s thugs and enforcers. The Azorius are the greatest threat to Orzhov’s
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
member of the party. Hulgaz offers the characters these gifts as tokens of her esteem. To emphasize her respect for the party, she has tailored the charms to suit each character’s stated goals or
aspirations. As before, the charms are designed to bring the characters fortune and woe in equal measure. This time, Hulgaz doesn’t take no for an answer. If the characters refuse to take the infernal
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Having sensed that something is wrong with her beloved patron, Kettlesteam has come to the carnival seeking answers. The carnival owners refuse to speak to her—and until they come clean, she is
goals: No Ticket. The thief targets one carnival guest it can see within 5 feet of it. If the target doesn’t have a ticket, it must succeed on a DC 13 Wisdom saving throw or be stunned for 1 minute. It
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
party to the foot of the Reghed Glacier. If the characters refuse that offer, the Elk tribesfolk return whence they came. Mjenir wishes them well and says, “The fate of the dale rests upon your
ambush, give her a woolly rhinoceros companion. Twenty tribal warriors make up the rest of the ambushing force. Before closing to melee range, they hurl spears at the characters. Elk Tribe Reaction
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
plans and long-term goals. Most cultists should be treated as indifferent when determining reactions or trying to gain a favor. Kobolds are less helpful and should be considered hostile when characters
make Charisma checks to gauge their reaction. Characters can learn the following information through observation and questioning. They need to be careful, however, not to attract attention for asking
Compendium
- Sources->Dungeons & Dragons->Monster Manual
maliciously, disguising their whims as reason and strategy. In the service of evil masters, these insectile devils patiently plot the movements of infernal armies and scheme ways to fulfill wicked goals. They
Ranged Attack Roll: +10, reach 5 ft. or range 30/120 ft. Hit: 14 (2d8 + 5) Piercing damage plus 10 (3d6) Cold damage. Until the end of its next turn, the target can’t take a Bonus Action or Reaction
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
plans and long-term goals. Most cultists should be treated as indifferent when determining reactions or trying to gain a favor. Kobolds are less helpful and should be considered hostile when characters
make Charisma checks to gauge their reaction. Characters can learn the following information through observation and questioning. They need to be careful, however, not to attract attention for asking
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
take the deal, Yeemik tries to force them to pay a rich ransom for Sildar even after they complete their part of the bargain. If the characters refuse to parley, Yeemik shoves Sildar over the edge and
receive an equal share of the XP earned for the encounter. (The characters receive less XP as a consequence.) NPCs have their own lives and goals. Consequently, an NPC should remain with the party
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and congratulates them. His next actions depend on his current goal (see “Halaster’s Goals”): If the characters took any actions to further Halaster’s current goal, he greets them warmly, thanks them
them). The characters gain no XP for “defeating” Halaster in this fashion. If they refuse to leave, Halaster becomes annoyed and attacks them. If the characters took any actions to hinder Halaster’s
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
pilgrims’ goals. If the characters offer aid or helpful advice, Mercy talks about the pilgrims’ expeditions to ruined colossi. Mercy then tells the characters that the pilgrims have been extracting
the characters’ reaction to this revelation or whether they offer to look for Filch, learning it counts as a secret for the purposes of the Power of Secrets rules in this book’s introduction. Cyran
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
which a piece of the Rod of Seven Parts waits. The characters can chat with the archaeologists to learn about the complex and ask to borrow magic items to aid their quest. Laysa’s Goals At camp, Laysa is
characters’ reaction to this revelation, learning it counts as a secret for the purposes of the Power of Secrets rules in this book’s introduction. Francesca Baerald Map 7.2: Tomb Complex
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
size and strength as tools to extract wealth and power from communities of smaller folk. The boss might threaten to harm adventurers or those they care about if they refuse to do the giant’s bidding. Or
goals and interests that usually involve the acquisition of even greater wealth. Such a giant’s appeal to adventurers is simply the promise of a steady salary and a luxurious lifestyle. The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
hunters (see appendix C) and 3d10 locathah (see appendix C) Alien Inhabitant Reactions d6 Reaction 1 The inhabitants try to force the characters to serve their leader. 2 The inhabitants demand the
help. 5 The inhabitants see the characters as no more than insects and refuse to interact with them unless forced. 6 The inhabitants see the characters as gods and can be convinced to worship them
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
gray figures with armored bodies and bladed limbs flank the gate.
Two ferrumach rilmani (see Morte’s Planar Parade) guard the entrance to Dendradis. They’re indifferent to the characters but refuse
join her in searching for R04M. She doesn’t know where to go next but offers to escort the characters into Dendradis so they can ask around and see if anyone has seen the modron. Ascetelis’s Goals
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
their gith kin while carefully recruiting like-minded individuals. As part of the organization’s goals, the Sha’sal Khou has founded a fortified enclave in Xaos masquerading as a githzerai embassy
. Regardless of its form, the gate isn’t hard to identify; chaos swells around the portal—the eye of a maelstrom of change. CoupleOfKooks “Chaos, much like order, begins in the mind. Refuse its entry into
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest
Shelter and Wyrmdoom Crag are two mountain strongholds inhabited by goliaths. The former is home to the Skytower (Akannathi) clan, the latter to the Wyrmdoom (Thuunlakalaga) clan. The two groups refuse
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
have limitations: the Keeper of the Flame loses her powers if she leaves her citadel. The mighty great druid is… well… a tree. Most of the powerful people in the setting are driven by selfish goals. If
spread to his clothes.
Combat can feel very mechanical. I move 10 feet. I make an attack roll. I use a reaction. One way for the DM to encourage more cinematic action is to present a list of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
as a Reaction in response to taking damage. In addition, the following effects are now among your Steps of the Fey options. Disappearing Step. You have the Invisible condition until the start of your
Charmed condition. In addition, immediately after a creature you can see hits you with an attack roll, you can take a Reaction to reduce the damage you take by half (round down), and you can force the
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
, initiative is rolled as normal. Then, the first round of combat starts, and the unsurprised combatants act in initiative order. A surprised creature can’t move or take an action or a reaction until its
on saves. If you’re surprised, you can’t move or take an action on your first turn of the combat and you can’t take a reaction until that turn ends. Can you delay your turn and take it later in the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
that Jimjar finds it difficult to refuse a wager. His behavior is unusual for the dour deep gnomes, and others of his kind (including Topsy and Turvy) find Jimjar annoying at best, and unstable and
most useless to their immediate goals. The kuo-toa hermit is a complete pacifist. He doesn’t fight or cause harm to any other creature, even refusing to defend himself or others. He gladly accompanies
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
information. If Raserhill has been paid to stay close by the island with his ferry, his reaction to Rasp — and the monster’s reaction to him — is up to you. 2. Courtyard Gardens An archway in the
doorway has been bricked up to the south.
The inhabitants of the hermitage use this room as a dump and privy, dropping their refuse through the trapdoor above. They bricked over the arrow slits and