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Returning 35 results for 'consisting receive guise to have rule'.
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Backgrounds
Guildmasters’ Guide to Ravnica
undercover, you have limited contacts within your guild. Your relationships within your secondary guild, in the guise of your false identity, are usually more extensive.
Roll once on the Dimir
met my guild contact, but I receive telepathic messages, usually in my dreams.
5
I’ve never met my guild contact, but I get coded messages from a pattern of street lights and graffiti
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Equipment Each background provides a package of starting equipment. If you use the optional rule from chapter 5 to spend coin on gear, you do not receive the starting equipment from your background.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Equipment Each background provides a package of starting equipment. If you use the optional rule from the Equipment section to spend coin on gear, you do not receive the starting equipment from your background.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Equipment Each background provides a package of starting equipment. If you use the optional rule from chapter 5 to spend coin on gear, you do not receive the starting equipment from your background.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Equipment Each background provides a package of starting equipment. If you use the optional rule from the Equipment section to spend coin on gear, you do not receive the starting equipment from your background.
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
individuals in a group typically number fewer than a dozen, consisting of siblings and their mates as well as a handful of offspring and an elder or two. A gang lives in and around a small enclosure
bugbears recognize two other gods, both of which they disdain and fear: Maglubiyet and Skiggaret.
Maglubiyet, the leader of the goblinoid pantheon, forced both brothers to submit to his rule, but
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Members of the Emerald Enclave or Order of the Gauntlet receive appropriate kudos. Those could include renown, if you’re using the optional rule described in chapter 1, “A World of Your Own,” of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Members of the Emerald Enclave or Order of the Gauntlet receive appropriate kudos. Those could include renown, if you’re using the optional rule described in chapter 1, “A World of Your Own,” of the
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
the fringes of a society first test its defenses by stealing objects, and if these crimes go unpunished, they begin stealing people.
Enslaved creatures receive the worst treatment the goblins can dish
opportunity to supervise and dominate such creatures, which have no status at all.
WHO'S THE BOSS?
Goblins pattern the rule of their tribes after the whip-cracking rule of their god, Khurgorbaeyag
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
duergar warlock formerly of the Underdark. His patron, Deep Duerra, has urged Xardorok to fulfill his destiny and become the first duergar to rule a kingdom on the surface. Icewind Dale is cold, dark
, and heartlessly cruel—the perfect realm for Xardorok to claim as despot. Unbeknownst to Xardorok, however, it is not Deep Duerra guiding his actions but the archdevil Asmodeus in the guise of Deep
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
duergar warlock formerly of the Underdark. His patron, Deep Duerra, has urged Xardorok to fulfill his destiny and become the first duergar to rule a kingdom on the surface. Icewind Dale is cold, dark
, and heartlessly cruel—the perfect realm for Xardorok to claim as despot. Unbeknownst to Xardorok, however, it is not Deep Duerra guiding his actions but the archdevil Asmodeus in the guise of Deep
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
through the city. The drow use these parades to draw attention away from their illicit activities. In the magical guise of a flamboyant Illuskan captain named Zardoz Zord, Jarlaxle oversees things from
Xibrindas (see appendix B), is actually a Bregan D’aerthe spy. Bregan D’aerthe support comes in these ways: The adventurers receive small, unmarked black pouches of coins from an anonymous source. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
through the city. The drow use these parades to draw attention away from their illicit activities. In the magical guise of a flamboyant Illuskan captain named Zardoz Zord, Jarlaxle oversees things from
Xibrindas (see appendix B), is actually a Bregan D’aerthe spy. Bregan D’aerthe support comes in these ways: The adventurers receive small, unmarked black pouches of coins from an anonymous source. The
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Matches pit two teams against each other: one consisting of creatures enlisted by the casino, the other consisting of casino patrons looking to prove their mettle in combat. Before each match
, audience members can bet on which team will emerge victorious. At the conclusion of a match, audience members who bet on the winning team receive twice their initial bet. Entering the Coliseum It costs 15
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Karrns as agents of darkness. Likewise, Thranes have bitter memories of the conflict with Aundair, and Aundairian wizards or eldritch knights receive a cold reception. For most Thranes, the war
strengthened their faith and drew them together. However, some question the validity of theocratic rule. Such doubt can be found even among the most devout followers of the faith; such people fear that the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Karrns as agents of darkness. Likewise, Thranes have bitter memories of the conflict with Aundair, and Aundairian wizards or eldritch knights receive a cold reception. For most Thranes, the war
strengthened their faith and drew them together. However, some question the validity of theocratic rule. Such doubt can be found even among the most devout followers of the faith; such people fear that the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Matches pit two teams against each other: one consisting of creatures enlisted by the casino, the other consisting of casino patrons looking to prove their mettle in combat. Before each match
, audience members can bet on which team will emerge victorious. At the conclusion of a match, audience members who bet on the winning team receive twice their initial bet. Entering the Coliseum It costs 15
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the age of dragons begins. Nations and kingdoms shatter, civilization collapses into bloody war, and chaos reigns supreme. None of the Dragon Queen’s mortal agents receive the rewards they expected
mortals her draconic subjects hunt, consume, and enslave. The glorious reign of dragons that Severin hoped to usher in and rule becomes a brutal world where evil dragons dominate all. This need not mean
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Telepathy Telepathy is a magical ability that allows a creature to communicate mentally with another creature within a specified range. Unless a rule states otherwise, the contacted creature doesn’t
contacts a different creature within range. A creature without telepathy can receive telepathic messages but can’t initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until the telepathic connection ends.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to this rule is magic that allows transit to the Border Ethereal, such as the Etherealness spell. A creature that enters the Border Ethereal from the Donjon Sphere is returned to the sphere upon
an extradimensional space. Any spells cast within such an extradimensional space are subject to the same restrictions as magic cast in the Donjon Sphere. While characters are in the sphere, those who receive spells from deities or otherworldly patrons continue to do so.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Telepathy Telepathy is a magical ability that allows a creature to communicate mentally with another creature within a specified range. Unless a rule states otherwise, the contacted creature doesn’t
contacts a different creature within range. A creature without telepathy can receive telepathic messages but can’t initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until the telepathic connection ends.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to this rule is magic that allows transit to the Border Ethereal, such as the Etherealness spell. A creature that enters the Border Ethereal from the Donjon Sphere is returned to the sphere upon
an extradimensional space. Any spells cast within such an extradimensional space are subject to the same restrictions as magic cast in the Donjon Sphere. While characters are in the sphere, those who receive spells from deities or otherworldly patrons continue to do so.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Telepathy Telepathy is a magical ability that allows a creature to communicate mentally with another creature within a specified range. Unless a rule states otherwise, the contacted creature doesn’t
contacts a different creature within range. A creature without telepathy can receive telepathic messages but can’t initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until the telepathic connection ends.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, who sows despair and discord The Dark Powers have granted a measure of power to Ankhtepot’s false gods. Clerics who worship one of Har’Akir’s gods or the pantheon as a whole receive power as if they
worshiped a true deity that offers the death domain. Despite their distinct roles, traditions, and places within the lives of Har’Akir’s people, these gods are all especially aloof, cryptic, morbid, and supportive of the pharaoh’s rule.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the age of dragons begins. Nations and kingdoms shatter, civilization collapses into bloody war, and chaos reigns supreme. None of the Dragon Queen’s mortal agents receive the rewards they expected
mortals her draconic subjects hunt, consume, and enslave. The glorious reign of dragons that Severin hoped to usher in and rule becomes a brutal world where evil dragons dominate all. This need not mean
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, who sows despair and discord The Dark Powers have granted a measure of power to Ankhtepot’s false gods. Clerics who worship one of Har’Akir’s gods or the pantheon as a whole receive power as if they
worshiped a true deity that offers the death domain. Despite their distinct roles, traditions, and places within the lives of Har’Akir’s people, these gods are all especially aloof, cryptic, morbid, and supportive of the pharaoh’s rule.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Telepathy Telepathy is a magical ability that allows a creature to communicate mentally with another creature within a specified range. Unless a rule states otherwise, the contacted creature doesn’t
contacts a different creature within range. A creature without telepathy can receive telepathic messages but can’t initiate a telepathic conversation. Once a telepathic conversation starts, the non-telepath can communicate mentally to the telepath until the telepathic connection ends.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
and the remaining gods. Takhisis the Dragon Queen in Her Human Guise During the thousand years before the Cataclysm, known as the Age of Might, several human nations flourished, conquering vast
its apex of power just before its apocalyptic fall. The last kingpriest undertook ever more audacious magical feats, culminating in a ritual to attain godhood and rule Krynn forever in the name of good. At last, the gods acted, united in their condemnation of Istar.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
affecting the dragon’s challenge rating (as noted under “Customizing Dragons” earlier in this chapter). Likewise, if you use the Monster Manual variant rule to make dragons innate spellcasters, you could
metallic dragons also believe they are following the example of Bahamut, who is known to wander the worlds of the Material Plane in Humanoid guise, appearing sometimes as an elderly sage or wizard, other
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
and the remaining gods. Takhisis the Dragon Queen in Her Human Guise During the thousand years before the Cataclysm, known as the Age of Might, several human nations flourished, conquering vast
its apex of power just before its apocalyptic fall. The last kingpriest undertook ever more audacious magical feats, culminating in a ritual to attain godhood and rule Krynn forever in the name of good. At last, the gods acted, united in their condemnation of Istar.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
affecting the dragon’s challenge rating (as noted under “Customizing Dragons” earlier in this chapter). Likewise, if you use the Monster Manual variant rule to make dragons innate spellcasters, you could
metallic dragons also believe they are following the example of Bahamut, who is known to wander the worlds of the Material Plane in Humanoid guise, appearing sometimes as an elderly sage or wizard, other
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Etherealness feature of incorporeal undead, is the exception to this rule. A creature that enters the Border Ethereal from Strahd’s domain is pulled back into Barovia upon leaving that plane. For the
mansion) are subject to the same restrictions as magic cast in Barovia. While in Barovia, characters who receive spells from deities or otherworldly patrons continue to do so. In addition, spells that allow
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Etherealness feature of incorporeal undead, is the exception to this rule. A creature that enters the Border Ethereal from Strahd’s domain is pulled back into Barovia upon leaving that plane. For the
mansion) are subject to the same restrictions as magic cast in Barovia. While in Barovia, characters who receive spells from deities or otherworldly patrons continue to do so. In addition, spells that allow
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
they have no recollection of the afterlife. Governance and Growth San Citlán is governed by the Trecena, a council consisting of thirteen elected representatives. The ability to vote for these
her rule indefinitely. Names Those native to San Citlán often have up to three names: a given name and two family surnames, inherited from their parents. The following are common names in San Citlán
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
guise. A creative tie between a monstrous character and the rest of the party helps make for a memorable campaign. The Monstrous Origin table gives a number of ideas for adding a monstrous character
dwarves and have adopted their culture. 4 At a young age, you adopted a human religion and now serve it faithfully. 5 You received divine insight that sent you on your path, and occasionally receive new